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The BLUE BOOK of 

BRIDGE AND AUCTION 

FOR BEGINNER AND EXPERT 

WITH FULL DIRECTIONS, NUMEROUS 
EXAMPLES, ANALYSES, ILLUSTRATIVE 
DEALS, ETC., AND COMPLETE CODES 
OF LAWS, WITH NOTES INDICATING 
THE DIFFERING PRACTICES AT THE 
MOST PROMINENT CLUBS .\ .\ .v 



BY 

LENNARD LEIGH 

Joint Author of 
The Principles and Practice of Whist" 




THE JOHN C. WINSTON CO. 
PHILADELPHIA, U. S. A. 




Copyright, 191 1, by 
THE JOHN C. WINSTON CO. 



Copyright, 1 901, 1902, by Henry T. Coates & Co. 



Entered at Stationers' Hall, Londou 



©CI A 3 033 14 

NO, 2 



CONTENTS. 



INTRODUCTION. 

PAGE 

Peculiarities of the game [15] — Hints on 
learning [16] — Lack of a recognized au- 
thority on laws and play [17] — The ques- 
tion of gambling [19J — The stake a non- 
essential [20] , . . . . 1 5 

CHAPTER I. 

The Game. 

The method of deciding trumps [25] — Go- 
ing over [26] — Table of values [27] — 
Scoring [28] — The manner of scoring 
tricks and honors [28-32] — A specimen 
rubber-score and illustrative score-sheet 
[33-35] > • .25 



CHAPTER II. 

The Declaration. 

The dealer's advantages [39-40] — General 
rules for the declaration by the dealer [40] 
— Particular stages of the score, with illus- 
tration table [41-43] — Examples of mak- 
ing to the score [44-46] — Factors govern- 



Contents 



ing the declaration [46] — The make at 
love-all, with examples [46-60] — Xo-trump 
hand [47-51] — Standard no trumpers [47 
-50] — No-trump by the dealer's partner 
[50-51]— The Heart hand [52-53]— The 
Diamond hand [55-56] — Caution against 
light Diamond makes [53-55] — A defen- 
sive Diamond from a strong hand [56] — 
The Black Suit hand [57-60] — The dealer 
should not make on black cards at no- 
score [57] — The safety declaration by the 
dealer [57] — Dummy's declaration [58] 
— The safety-make by Dummy [58-59] 
— Caution against compromising on a 
Club when the situation demands Spades 
[59] — Advanced stages of the score [60- 
67] — General rides for making to the score 
[61] — The conservative and the specula- 
tive-make illustrated [61] — Example of 
the avoidance of unnecessary risks [61- 
62] — Comparisons of declarations from 
the same hands at varying scores [62-63] 
— Caution against an unnecessarily ex- 
pensive make for the sake of a large honor 
score [63] — "All no-trumpers are unnec- 
essary risks ' ' [64] — Dealer should be pre- 
pared for a go-over when the odd will give 
him the game [64] — Principles applying to 
the make by Dummy [65-66] — Dummy 
should consider the ability of the dealer 
[66] — Dummy declaring for safety [67] — 



Contents 



Doubling [67-74] — Principles controlling 
the double [67-68] — Probability of scor- 
ing not sufficient justification for going 
over [68] — Doubling on plain suit strength 
[69] — Doubling on trump strength [70] 
— Doubling at love-all [70] — Doubling 
Spades [71] — The speculative double [71] 
— Going over no trumps [72] — The leader 
doubling with six to commanding cards 
[73] — The leader's partner doubling [73] 
— The position of the player an important 
consideration in going over [73] — Advice 
to beginners respecting doubling [74], 

CHAPTER III. 

Playing tlie Cards. 

The principles of Bridge [77-79] — The lead 
to a trump declaration [80-84] — Exami- 
nation of the conditions [80] — The Ameri- 
can Leads a disadvantage to the leader 
[81] — A suggested system of leads for 
use in trump declarations [82-84] — The 
lead to a no-trump declaration [85-88] — 
Examination of the unusual conditions 
[85] — A suggested system of leads for 
use in no-trump deals [86-88] — Unblock- 
ing facilities [87] — The lead to a double 
[88-91] — When number showing leads 
are advisable [88] — Examination of the 



viii 



Contents 



various conditions which prevail [89] — 
The "Heart convention" [89] — The 
weak suit lead recommended in a doubled 
no-trumper [90] — Tactical hints [91 J — 
The opening lead [92] — Opening with a 
trump ; with a winning card ; with a short 
suit [92] — The lead of queen from queen, 
jack and three or more, //^/ including the 
10 [93-94] — Secondary leads [94] — Lead- 
ing with regard to Dummy [95]. — Finess- 
ing [95] — The major-tenace finesse [95] 
— Third hand finessing against his part- 
ner [95] — Third hand finessing support- 
ing cards [96] — Holding up [96] — Return- 
ing the lead [97] — With reference to the 
leader and with reference to Dummy [97- 
98] — Forcing [98] — The conditions at 
Bridge different from those which exist 
in Whist [98-99] — The discard [gj] — The 
discard in a trump deal; when the trump 
has been doubled and when playing 
against no-trumps [99-100] — The single- 
ton discard fioo] — The dangers of the 
discard [100-101] — False carding [101] 
— Unblocking [101-102], .... 75 

A Rubber at Bridge. 

A complete rubber, embracing three games 
and nine deals, with notes on the decla- 
rations and comments on the play of the 
hands, . . . . . . . 103 



.Contents 



ix 



PAGB 

The Laws of Bridge Whist. 

Law i. Forming the tables. Law 2. Cards. 
Law 3. Shuffling. Law 4. Dealing. Law 
5. The declaration. Law 6. Doubling. 
Law 7. Dummy. Law 8. The dealer. 
Law 9. Leads out of turn. Z^7£/ 10. Play 
out of turn. Z«w 11. Exposed cards. 
Law 12. The revoke. Law 13. Scoring. 
Ztfw 14. Playing with an incorrect num- 
ber of cards. Law 15. Failure to play to 
a trick. Law 16. Throwing more than 
one card to a trick. Law 17. Right to 
request players to place their cards. Law 
18. Right to see the last trick. Law 19. 
Unlawful reference to play. Law 20. At- 
tracting attention to a trick. Law 21. Fail- 
ing to comply with a penal demand. Law 
22. Law allowing reasonable time for the 
claim of a penalty. Law 23. Unlawful 
examination of a turned and quitted trick. 
JLaw 24. Abandoning hands. Law 25. 
Card "played " by the dealer only when 
quitted, . . . ... 155 

Tlie La\VvS of Dummy Bridge. 

Statement of the points wherein they differ 
from the laws of Bridge Whist, . 179 

Btiquette of Bridge Whist. 

Eleven rules of general acceptance wher- 
ever the game is played, . . .. .179 



Contents 



INotes on Laws. 

PAGE 

Noting the variations which obtain in differ- 
ent localities of the United States and in 
Great Britain — Some suggestions for 
changes and modifications in the laws, . 183 

Maxims and Makes. 

Thirty maxims relative to the make and 
thirty examples illustrative of the declara- 
tion, 193 

CHAPTER IV. 

The Game of Auction. 

History [207] — Value of points [208] — Popu- 
larity [209] — Skill in bidding [211] — Less 
waste of material [211] — Laws of Auction 
Bridge [212] — Scoring [212] — Declaring 
trumps [215] — Doubling and Redoubling 
[217] • • • • 

CHAPTER V. 

The Declaration. 

The dealer's bid [221] — Values of hands [222] 
— Object of declaration [223] — Dealer's 
"No-trump" [225] — Second player's bid 
[225] — Third player's bid [227] — Fourth 
player's bid [228] — Second bids [228] . 221 



/ y 

PREFACE TO FOURTH EDITION. 



HE only satisfactory method of acquiring 



* practical familiarity with the tactics of 
Bridge is by actual play. One may digest 
and memorize the most exhaustive directions 
without being able to apply them at the table. 
With that idea in mind the preceding editions 
of this book were prepared, the design having 
been to afford the novice just sufficient theoret- 
ical knowledge of the principles and strategy 
of the game to enable him to commence the 
practice in a sound and intelligent manner. 
Perhaps undue sacrifice was made to brevity. 
Whilst still followingthe original scheme, I have 
deemed it advisable, in the present edition, to 
amplify the section devoted to " The Make." 

The former deals have been replaced by a 
complete rubber, which should afford a more 




(") 



i2 Preface to Fourth Edition 



practical medium for the illustration of the 
tactics of the game. 

In the preface to the first edition, which 
was written six months ago, I took occasion 
to express the opinion that Bridge could never 
become a popular medium for gambling, and 
that it was not deserving of the opprobrium 
cast upon it in certain ignorant quarters. 
Later observation tends to confirm that opin- 
ion. Bridge is making a respectable and per- 
manent settlement in the clubs, whilst " so- 
ciety " is either abandoning the game or 
treating it rationally. 

The need of a recognized code of laws re- 
mains, a serious drawback to the thorough en- 
joyment of the game, and at present no 
remedy is in sight, although Bridge is an es- 
tablished institution of so many clubs that a 
representative convention of players would ap- 
pear to be a matter of easy accomplishment. 

I am extremely glad of this opportunity to 
thank the press — particularly the editors of 



Preface to Fourth Edition 13 

Whist Columns — for their generous criticisms 
of "Bridge Whist: How to Play It," and 
players in general for the kindly reception 
they have accorded to the book. 

The fast growing popularity of Auction 
Bridge has led to a fourth revision of this 
work and the addition of a section devoted 
to this development of the game. Auction 
has now had time to settle into permanent 
form, and it is believed that the principles 
here stated will not be altered. 

L. L. 

June, 1911 



INTRODUCTION 



HE would-be Bridge player who has no 



* acquaintance with the parent game of 
Whist is advised to make a thorough study - 
of its principles as a first and necessary step. 
He is cautioned against burdening his mind 
with American leads or any of the arbitrary 
conventions which are common adjuncts to 
that system. A sufficient amount of prac- 
tice at Straight or Dummy Whist to insure 
familiarity with the method of play will com- 
plete his preparation for entrance to the fasci- 
nating field of Bridge. Such a course is ad- 
visable for two reasons. At Bridge, more 
than at the ordinary game, a player is affected 
by the mistakes of his partner, to whom once 
in every four deals he is obliged to surrender 
the entire treatment of the combined hands. 




Introduction 



Still more important is the consideration that 
if a player attempts to learn Bridge without 
a previous knowledge of Whist, his progress 
will not only be slow, but for lack of the 
proper groundwork he is bound to fall into 
unsound methods. While a clear understand- 
ing of the theory and a fair degree of famil- 
iarity with the practice of the older game are 
to be considered essentials, proficiency in the 
latter need not be attained before commencing 
to play Bridge. The "book" player who 
imagines that the plus scores secured at Du- 
plicate by mechanical adherence to rule insure 
him success at the Bridge table, will find that 
he has a great deal to learn, and not a little to 
unlearn. The quality which he chiefly lacks 
— that of readily adapting his play to varying 
situations — is the faculty most necessary in 
the Bridge player. The principles of Whist 
govern the play of Bridge, but their applica- 
tion differs to fit the differing conditions. The 
finesse of Whist — its finer points — is afforded 



Introduction 



17 



the greatest scope in Bridge tactics, and the 
latter game is without doubt the best possible 
medium for education in the former. Whilst 
Bridge presents greater opportunities for fine 
play, it also involves to a greater extent the 
element of chance. In these two character- 
istics is to be found the secret of its extraor- 
dinary popularity. In England the game 
has practically supplanted straight Whist in 
the clubs, and if its spread in America during 
the past few years is a reliable criterion, it is 
destined to achieve the same result here. The 
pastime is still in its infancy on this side of 
the Atlantic. There is not as yet a recog- 
nized authority on laws or play, and there are 
comparatively few expert players. There is 
urgent need for improvement in the laws and 
rules of etiquette. An unjustifiable laxity in 
the observance of them is permitted in many 
clubs. This is not only detrimental to the 
play, but it opens an attractive field for the 
sharper. The most objectionable feature of 



i8 



Introduction 



Bridge is the facility with which a player may 
give an intimation of the condition of his 
hand before a card has been played. Only 
careful compliance with the etiquette of the 
game can prevent the occasional occurrence 
of such intimation. 

There is no recognized standard system of 
Bridge in vogue either here or abroad. At 
the Portland Club, London, which is the 
centre of the game in England, the best 
players favor short suit leads on trump dec- 
larations. In America the majority of play- 
ers practice the American leads, but without 
any better reason than that they have been 
accustomed to using them in Straight Whist. 
In the following pages the writer advances a 
system which he believes to be sound in prin- 
ciple and feasible in practice. Its rationale is 
explained, the endeavor being to afford the 
student clearly defined reasons for the tactics 
which he is advised to adopt. 

Fortified with a sound theory, the player 



Introduction 



19 



who has a natural aptitude for cards should 
make rapid progress in the practice of Bridge, 
The game requires a cool head and a calcu- 
lating brain ; judgment has much wider scope 
for exercise and much greater independence 
of action than in Whist. In the former 
game, too, the personal equation is a much 
more important factor than in the latter. The 
shrewd player will take advantage to the 
fullest possible extent of the mental and 
physical .peculiarities exhibited by his part- 
ner and opponents whilst cultivating the sup- 
pression of idiosyncrasies in his own play. 

And now a word about Bridge as a " gam- 
bling game," respecting which a great deal is 
said, at the present, by persons who do not 
understand the game. 

Bridge is pre-eminently a game of skill and 
science, rather than one of chance. The ele- 
ment of luck, which it has in common with 
almost every other game, is limited to the dis- 
tribution of the cards — precisely as in Whist 



20 



Introduction 



when played with honors. Bridge may be 
made the medium of gambling, but in that 
respect it is less effective than " Fly Loo," 
which is played with a handful of loaf-sugar 
and a dozen house flies. There are card 
games — such as poker, baccarat and rouge et 
noir — in which a stake is a sine qua non ; but 
that cannot be said of Bridge Whist, since the 
risking of money, or something representing 
money, is not a necessary part of the game, as 
the following pages will show. The player to 
whom gambling offers no attraction may en- 
joy a game of Bridge to the full, when played 
merely for the points ; and, on the other hand, 
the desire for gain and the excitement of gam- 
bling is more readily indulged, and to a much 
greater extent, in numberless well-known 
channels. There is, too, a growing interest in 
Duplicate Bridge which, in the nature of the 
case, precludes a stake, and many of the best 
players in New York and elsewhere are devot- 
ing themselves to this feature of the game. 



Introduction 



21 



Even though considered from the gaming 
viewpoint, there is not a little to be said in 
favor of Bridge Whist. It is a well-known 
fact that the element of skill in Bridge — which 
is greater than in any other game of cards — 
tends to restrain the recklessness of the gam- 
bler ; and, if he be a man of intellect, the specu- 
lative spirit will decline in him as the love of 
the scientific feature grows. Thus, inveterate 
plungers at Poker have become moderate 
Bridge players ; and he who undertakes to 
gamble at Bridge, unless he is really a skilful 
player, will doubtless receive a sufficiently 
impressive lesson as to the folly of his con- 
duct. 

L. L. 

Pennsylvania Whist Club, 
April, 1 90 1. 



The Game 



CHAPTER I. 



The Game. 

RIDGE may be played by four, three or 
two players, the first number being the 
most usual. 

The method of forming tables, shuffling, 
cutting and dealing, is the same as at Whist, 
except that no trump is turned. 

After an examination of his hand the dealer 
may select the suit to be made trumps, or he 
may decide to play the deal without a trump, 
in which case all the suits have equal trick- 
taking value. The dealer may decline to ex- 
ercise either privilege, and in that event it 
goes to his partner, who is then obliged to 
make a declaration of a trump suit or of " no- 
trump." In passing the "make" the dealer 
should use a set expression, such as " Make 
it, partner !" or " I leave it to you !" 

(25) 



26 Bridge 



The declaration having been made, the ad- 
versaries may decide to play the deal for double 
the value of the trick. The option is first due 
to the player to the left of the dealer, who, if 
he wishes to avail himself of it, will declare 
his intention by saying "Over" or "I double;" 
otherwise he will put the inquiry to his part- 
ner " Shall I play?" The latter, if he wishes 
to play the trump at its normal value, will 
answer "Play;" or he may signify his deter- 
mination to double by saying " Over." The 
right to "redouble," i.e., to make a second 
double or quadruple value, lies with the dealer 
and his partner, the first option being with the 
player who made the trump. The player who 
originally doubled may now go over again, 
making the value eight times the normal ; or, 
if he declines, his partner may do so. The 
process of doubling is not restricted by the 
laws, and it might go on indefinitely ; but ex- 
cess is prevented, as a rule, by placing a max- 
imum limit on the value of a trick. The fig- 



The Game 27 



«i 



41 



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L>i m CO VO t^OO-" 



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ft .2 

► . . . 

Cm ■§ 

a w * 



cd 



000 

CO ^ o 



u o £ I 2 s 

o H o OS 

fl • - sts - 3a •? ■ • " 8 



09 


W3 








5 


£ 




p 












u 












c 




u 





Oh S ~ « g 

B -a * § 1 § § 



•r. g p 



» § « 3 C 



(0— o — ~ ^ d (u^o^ t3 fll 
b s b p 3 ^ ^ "t: u ^ 3 ^ ^ 
Hfe^ fefe feu g^Hkfc, Oh3 



28 



Bridge 



ure differs, but one hundred points is that usu- 
ally adopted. 

The right hand adversary having given his 
partner permission to play, or the doubling 
having been terminated by the player whose 
privilege it was to go over having expressed 
himself as " satisfied," the deal is opened by the 
player to the left of the dealer leading a card. 
The dealer's partner then lays his hand face 
upwards upon the table, and takes no further 
part in the play. His cards are played by the 
dealer as at " Dummy Whist," and his hand 
is termed the " Dummy." 

Scoring". 

Thirty trick points constitute the game 
score, but all gained in excess of that number 
are counted. The rubber consists of three 
games, and is won by the side which secures 
two of them. 

The first six tricks taken by either side add 
nothing to the score, but each subsequent 



The Game 



29 



trick made counts a certain number of points 
dependent upon the declaration. 

When Spades are trumps, each trick after 
the sixth counts 2 points ; Clubs, 4 ; Dia- 
monds, 6; Hearts, 8. When " no-trump" is 
declared, the value of the trick is 12 points. 

If one side takes eight tricks in a Heart 
deal, that is, a deal in which Hearts are the 
trump, they add sixteen to their trick score. 
If the trump has been doubled they add 
thirty-two ; if it has been redoubled, sixty -four, 
and so on. The trick score only counts to- 
ward the game, the honor points not being 
taken into account until the end of the rub- 
ber. 

The honors are the four court cards and 
the 10 of the trump suit. In a no-trump deal 
they are the four aces. The value of the honors, 
like that of the tricks, is regulated by the suit 
declared, but it is not affected by doubling. 
Honors are scored by the side to whom is 
dealt three or more of them. 



3o 



Bridge 



Two partners holding three honors score 
the value of 2 tricks according to the trurpp 
suit ; thus in a Club deal they would score 
eight honor points ; in a Heart deal, sixteen. 

Two partners holding four honors score the 
value of 4 tricks. One player holding three 
honors and his partner two, score the value of 
5 tricks. One player holding four honors scores 
the value of 8 tricks. One player holding five 
honors scores the value of 10 tricks. Four 
honors in the hand of one player, and the 
other in that of his partner, entitle them to 
score the equivalent of 9 tricks. For exam- 
ple, four honors in Spades held by one player, 
and the fifth by his partner, will give them 
eighteen points ; Diamonds being the trump, 
under the same conditions they would score 
fifty-four. In a no-trump deal, if two part- 
ners hold three aces they count 30 ; if they 
hold four they count 40. 

If one player holds four aces his side scores 
100 honor points. 



The Game 



3* 



When each side holds two aces there can 
be no score of honors. 

" Slam " or " Grand Slam " is effected by 
two partners when they take the entire thir- 
teen tricks, independent of any secured through 
the revoke penalty. Grand Slam counts for 
forty points in the honor tally. " Little Slam," 
which consists of twelve tricks taken in a 
similar manner, adds twenty points to the 
honor count. 

A player who holds no card of the trump 
suit in the hand dealt him is said to be in 
" Chicane," and is entitled to add the value of 
two tricks to his honor score on that account. 

The winning of the rubber entails one hun- 
dred additional points. At the conclusion of 
the rubber the score of each side, including 
the honor tally, which has not previously been 
taken into account, is totalled ; the rubber 
points added to the side gaining them, and the 
difference between the scores is the number 
of points lost and won. 



32 



Bridge 



The method of scoring may be more read- 
ily understood by following the accompanying 
statement of a rubber in connection with the 
diagram of a score sheet. 

First Game. 

Deal I. No-trump declared. East and West 
take the odd trick (12) and score four aces 
(40). North and South fail to score. The 
amounts are carried to the respective col- 
umns. 

Deal 2. Hearts declared trump and doubled. 
East and West make two by cards (32). 
North and South make two by honors (16). 
Their trick score gives East and West the 
game, and a line is drawn across the sheet to 
indicate its termination. 

Second Game. 

Deal 1. Spades declared. East and West 
make two by cards (4) and four by honors (8). 
North scores Chicane (4). 

Deal 2. Diamonds declared. North and 



The Game 



33 



Score Sheet. 



Worth and South. 


East and West. 


Trick. 


Honor. 


Trick. 


Honor. 




16 


CO H 
CO CO 


40 


36 


4 
54 
20 


4 


8 


32 


16 






68 
100 
110 


110 


48 
48 


48 


278 




96 




182 









3 



34 



Bridge 



South make six by cards (36), Little Slam 
(20), and nine by honors (54). North and 
South win the game, making it games all, 
with the rubber game to be played. 

Third Game* 

Deal 1. Hearts declared doubled and re- 
doubled. North and South make the odd 
(32) and two by honors (16); winning the 
game and the rubber. 

The scores are now totalled, North and 
South adding one hundred rubber points. 
The less is subtracted from the greater, leav- 
ing a balance of one hundred and eighty- 
two points in favor of North and South. 

Although it will usually happen that the 
winner of the rubber has the greatest number 
of points, such is not necessarily the case, for 
the loser may have an honor score suffi- 
ciently large to more than offset that of the 
winning side. This is one of the many 
peculiarities of Bridge Whist. It will be con- 



The Game 



35 



sidered an advantage or a detriment accord- 
ing to one's comparative estimate of the ele- 
ments of skill or chance in the game. 



The Make 



CHAPTER II. 



The Declaration* 

or the make, which includes the double, is 
the most important feature of the game, and 
generally a greater factor in the result than 
the play. It is very largely controlled by the 
score. The calculations entering into the 
make are often complicated, and the beginner 
must not expect to become proficient without 
a considerable amount of practice. 

The dealer has a very great advantage in 
the play, and especially in no-trump hands. 
From the moment the Dummy cards are laid 
out he knows the possibilities of the combined 
hands, and has the data at command for a 
complete plan of action. He is not in doubt 

* Additional matter relating to the declaration will be 
found in the Section Maxims and Makes. 

(39) 



4Q 



Bridge 



as to the most favorable suit to play for, and 
there is no danger of its being blocked if he 
plays correctly. He often derives a benefit 
from the moral effect of the declaration. The 
adversaries are always prone to credit him 
with extraordinary strength and to "run" 
with their strong suits, thereby allowing him 
to bring in cards which he could not have 
cleared otherwise. These conditions are the 
basis of the rule that the dealer should gener- 
ally declare on the utmost valuation of his 
cards. On the other hand, the fact that the 
holding of the dealer's partner is exposed 
and the exact weight of his make is patent to 
the entire table, suggests that he should lean 
toward safety in a passed declaration. How- 
ever, the score is the ultimate dictator in the 
matter. When he is comfortably ahead, the 
dealer will act conservatively, whilst in a des- 
perate situation he will not hesitate to specu- 
late heavily. Under such circumstances the 
dealer should seldom pass the make. Sup- 



The Make 



4i 



pose that nothing short of a no-trump can 
save the rubber. The dealer should make 
no-trump regardless of his hand, and save an 
exposure of weakness on the other side of the 
table. 

There are certain stages of the score which 
influence the make more than others. Vari- 
ous positions in the score have strategic 
value based on other considerations than mere 
mathematical progression. 

The following table may assist the player 
to a quicker comprehension of the point. 
The figures it contains are the clue to the 
entire tactics of the make and the double. 
They should be constantly present during the 
play. The first column represents the score 
of one side at all possible stages of the game ; 
the second column the points needed by that 
side to go out, and the remaining columns 
the number of tricks necessary in the respec- 
tive declarations to secure the points in 
question. 



42 



Bridge 



Score. 


Points needed. 


N-t. 


H. 


D. 


c. 


s. 





30 


3 


4 


5 


— 


— 


2 


28 


3 


4 


5 


7 


— 


4 


26 


3 


4 


5 


7 


— 


6 


24 


2 


3 


4 


6 


— 


8 


22 


2 


3 


4 


6 


— 


10 


20 


2 


3 


4 


5 


— 


12 


18 


2 


3 


3 


5 


— 


14 


16 


2 


2 


3 


4 


— 


16 


14 


2 


2 


3 


4 


7 


18 


12 


1 


2 


2 


3 


6 


20 


10 


1 


2 


2 


3 


5 


22 


8 


1 


1 


2 


2 


4 


24 


6 


1 


1 


1 


2 


3 


26 


4 


1 


1 


1 


1 


2 


28 


2 


1 


1 


1 


1 


1 


30 





















At the stages of 2 and 4 the same number 
of tricks are required in all makes (with the 
exception of Clubs) as at no score, and the 
former positions are practically no advance 
over the latter. One of the important stages 
is 6. Here there is a reduction of one trick 
in each declaration, and the necessary tricks 
may be taken without any superfluous points. 



The Make 



43 



The score of 6 is equal to that of 8 or io, 
except in so far as the latter affects the Clubs. 
The next stage of note is 12, where three in 
Diamonds, as well as in Hearts, make game. 
At 14, no-trumps and Hearts are brought to 
the same figure and the Clubs decreased to 
four. The next stage makes no practical 
difference ; but 18 is, like 6, a very critical po- 
sition — one to be sought, and consequently 
one to deprive the adversaries of, if possible. 
The odd in no-trump is all sufficient, or two 
in Hearts or Diamonds. The following step 
is no appreciable advance over the last ; at 22 
the odd in Hearts is effective for game. Any- 
where beyond this point the goal is constantly 
in sight, and 24 is almost as good a position 
in the score as 26 or 28. 

The dealer will, of course, endeavor to 
reach 6 at least (with less of a score he has 
practically made no advance from love), and 
if he sees no prospect of doing so, he will 
try to prevent the adversaries from reaching 



44 



Bridge 



that point. This is the foundation of the 
rule for the dealer's partner, having no hope 
of the odd, to declare Spades when the make 
is passed to him. 

Suppose the score to be 4-10. (The 
dealer's score always precedes that of the ad- 
versaries.) The make is passed, and Dummy 
has an equal choice between Hearts and Dia- 
monds, with a doubtful prospect of the odd. 
He should declare the latter, because, if he 
takes the odd, 10 is almost as favorable 
position for him as 1 2 ; whilst if the adversa- 
ries get the odd card in Diamonds, it will 
carry them only to 16, but in Hearts it would 
place them at 18, a much more advantageous 
stage of the score. Similar calculations will 
enter into a consideration of the double. At 
love-all, if you do not expect to get more 
than the odd, there is nothing to be gained 
by going over a Spade ; on the contrary, you 
give the maker a chance to redouble and go 
beyond 6 with the odd, whereas, if you 



The Make 



45 



are content with the make, he will probably 
remain on the other side of it. Take one 
more illustration. On the first deal North 
makes a Diamond and loses the odd. On 
the next deal East declares Hearts. South 
holds a hand almost surely strong enough to 
give him the odd, but not, under ordinary con- 
ditions, more than that ; so that, if South 
doubles, it is in the hope of securing 16 
points (a number not much better than 8) 
with which to start his next deal, and for that 
consideration he gives East a chance of 
bringing his score up to 22 (a good position, 
at which the odd in no-trump or Hearts will 
go game). South had much better be satis- 
fied with his good chance of making 8 him- 
self or holding East down to 14. Now sup- 
pose the score to be 10—6. If South has a 
good prospect of the odd he may double. 
If he makes the odd Heart at a normal value 
it will only carry his score to 14, but on a 
double he would take his deal at 22. If East 



46 Bridge 

makes the odd, he will reach an excellent po- 
sition (18) in any case, and the risk of letting 
him get to 26 is more than offset by the pros- 
pective advantage to South. By doubling, 
the latter is taking the best chance, without 
undue hazard, to win the game. These simple 
illustrations will suggest various applications 
of the figures in the table. 

The declaration is based upon (1) the 
trick-taking capacity of the hand, (2) the 
state of the score, (3) the count for honors, 
and (4) the expectation of finding the partner 
with one-third of the outlying strength. 

Let us first consider the declaration at 

Tlie Score of I^ove-all 5 

that is, in the first deal of the opening game 
of the rubber. Whilst the object of the play 
is to make as large a score as possible, the 
game should be the first consideration, and a 
player should not allow his judgment to be 
warped by an attractive array of honors, The 



The Make 



47 



honor score should be treated as incidental 
to the game. Naturally the first thing the 
dealer will look for, in his hand, is the requi- 
site components of a no-trumper. Failing 
that, he will wish to make it Hearts ; and, if 
both are out of the question, he may declare 
Diamonds on a good hand. Either of the 
foregoing is a desirable declaration at no 
score. It is necessary to have standards, not 
only as guides in estimating varying hands, 
but also that the partner, when called upon to 
declare, may be able to draw negative infer- 
ences. If, at the score of love-all, the dealer 
passes it, his partner should know what he 
considers a no-trumper, a Heart or a good 
Diamond hand. The safest 

No-trump Maud 

is one which contains a probable trick — that 
is, ace or guarded king — in every suit. With 
such a hand the dealer must get in on the 
second round at latest, and Dummy is likely 



4 8 



Bridge 



to hold a long suit, which the dealer's re- 
entries will serve to establish and bring in. 
The most unqualified no-trumper is a hand 
containing four aces. Even though there 
is not another trick in sight, Dummy must 
be credited with three, which would be suffi- 
cient to land the odd. In any case the 
honor points (100) would decide the declara- 
tion. 

With three aces, even though the hand 
contains little additional strength, the make 
should generally be no-trump. If it is passed, 
it must be in the hope of finding partner with 
a good Heart or Diamond holding ; but if he 
has a good suit of any denomination, the aces 
will harvest it. Having six or seven Hearts, 
including four honors, with three aces, Hearts 
may be a surer declaration, and probably the 
more profitable on account of the honor 
score. 

No-trump should be made with two aces 
and the other suits guarded, 



The Make 



49 



Example i. — y A, 10, 8 ; + A, J, 5 ; •$» K, 

9-6; 4 QJ,8,6. 

Or with two aces and extraordinary strength 
in a third suit. 

Example 2.— V A, 6 ; ♦ A, J, 2; 41 9, 3; 
4 K, J, 10, 9, 7, 2. 

If only one ace is held, the other three 
suits should be guarded, 

Example 3.— V A, 6 ; ♦ K, Q, 3 ; * K, J, 
8,4; ♦ Q, J, 10, 2. 

Unless there is a long suit established, or 
within one round of that condition and re- 
entry in a third. 

Example 4. — ¥ A, 6 ; ^ K, 6, 4 ; K, 
Q, J, 10,7,4; 4k 5,2. 

To go no-trump without an ace, the dealer 
should have protection in every suit. 

Example 5.— ^ K, Q, 4 ; + K, 6, 4 ; £ Q, 
J, 10, 6; 4k K, 10,4. 

Such a hand is very apt to fit in with a 
long suit on the other side of the table. It is 
not likely that it will score honors. In fact, 



5<3 Bridge 



the chances are 8 to I against such an occur- 
rence, but 4 to i in favor of Dummy holding at 
least one ace. On the other hand the proba- 
bilities are in favor of a good trick score, and 
the game points should be the first considera- 
tion. 

In the foregoing cases, it must be under- 
stood that strength in the ace suits may make 
up for deficiency elsewhere. The dealer hold- 
ing, say, six Spades to a quart major, another 
ace and nothing besides might hazard no- 
trump, but with two powerless suits the 
sounder play would be to pass. 

A little more weight is required with the 
dealer's partner when the declaration is passed 
at the score of love-all. He should be slow 
to make no-trump with a powerless red suit, 
especially if it be Hearts, and his re-entries 
need to be better than those of the dealer. A 
singly guarded king, or queen with two, are 
doubtful propositions in the exposed hand. 
The dealer's partner has nothing of the moral 



The Make 



5i 



advantage enjoyed by the dealer on a declara- 
tion of no-trump. The former is less likely 
to benefit by the opening lead, and his tenaces 
are not of as much value as the dealer's. 
Example 6. — ^ A, 6, 2 ; + K, 10, 9, 5 ; 

* K, 7, 3 ; ♦ K, 4, 2. 

Example 7.— V A, Q, 6 ; ♦ A, J, 7 ; 4> 6 ; 

♦ Q, J, 9> 7, 4, 2. 

Example 8.— ^ A, 10, 9, 3 ; ♦ K, Q, 4 ; 
*6; *K,Q,8,7,2. 

The dealer or his partner may declare no- 
trump on the above hands. 

Example 9.— ^ 7, 5 ; ♦ K, J, 4 ; ♦ A, Q 
9, 7 ; ♦ A, Q, 6, 4. 

The dealer might make no-trump on the 
foregoing cards, but his partner would do 
better to declare Clubs. The fact that the 
make was passed is an inferential indication 
of weakness in the red suits, and particularly 
the Hearts, on the dealer's part. Further- 
more, what strength the hand contains may be 
led through with dire effect. 



52 Bridge 

The Heart Eland. 

Unless you have a reasonable prospect of 
extracting the adverse trumps and remaining 
with at least one long one, a suit declaration 
has no advantage over no-trump ; that is to 
say, you are likely to make as many tricks in 
the latter as in the former. 

Example i o. — V A, K, Q, 3 ; + 6, 2 ; 4* A, 
K, 10,9,6; $ 8,3. 

In the foregoing example, you may be able 
to exhaust the adversaries' Hearts in three 
rounds, but it is quite likely that you will have 
had to use one of your own to get in with, 
and you must trust to Dummy for the other 
re-entry which you will probably need. This 
is about the lightest hand on which Hearts 
should be declared with the score at love-all ; 
and, by reason of extreme weakness in two 
suits, it is almost too light for the dealer's 
partner to make that suit on. 

Example ii.— V A, 10, 9,3; +6,2; 4>A, 
Q, 9,6.2; 4 8,3. 



The Make 



53 



With such cards as the above the dealer 
should pass the make. 

Example 12. — ^ K, J, 10, 7, 2 ; + 6 ; 4f* A, 

Q,J,8,3; ♦ 8,4- 

This is an unquestionable Heart hand, with 
either the dealer or his partner. 

The Heart hand should be good for four 
tricks, with reasonable certainty. It is usu- 
ally a hand which fails of no-trump strength 
by lacking protection in two suits. Many 
players would make no-trump on the cards 
contained in Example 12. It would, how- 
ever, be a decided " flyer." The probabili- 
ties are altogether in favor of the preponder- 
ance of Diamond and Spade strength being 
with the adversaries, and what Dummy holds 
in those suits may be led through and killed, 
allowing the opponents to play off the two 
suits before the dealer can get in. 

Xlie Diamond Hand. 

At love-all the dealer should not make 
Diamonds with fewer than five probable tricks 



54 



Bridge 



in hand, so that with a normal amount of sup- 
port from the Dummy he can be practically 
sure of the odd, with a good chance for three 
by cards. In other words, he should be rea- 
sonably certain of reaching 6 on the score, 
with a fair prospect of getting to 18. It is 
seldom indeed that a game hand in Dia- 
monds is held at no-score, for such a hand 
would generally be better played without 
trumps. It will be found that the minimum 
Diamond strength with the dealer quickly 
merges into the no-trump standard. For the 
foregoing reasons, and because there are two 
better declarations open to his partner, the 
dealer will pass with strength in Diamonds 
more readily than he would if it lay in Hearts. 
That being the case, Dummy, in a passed de- 
claration, need not be as well protected in the 
former suit as in the latter. Let us revert to 
the Heart examples and transpose the red suits. 
Example 10 would be a doubtful Diamond. 
Many good players would prefer the risk of no- 



The Make 



55 



trumps on it. Example 1 1 should be passed 
by the dealer, but it might be made Diamonds 
by his partner. The following are about the 
lightest hands on which that suit may be 
made by the dealer in the first deal of the 
rubber : 

Example 13. — ^ K, 7, 2 ; ^ A, J, 10, 6, 
4, 3 J * 10, 5, 2 ; 4 7. 

Example 14.—^ 7, 4 J ♦ A, Q, J, 9, 5 ; 

* K, Q, 9, 4, 2 ; 4 7. 

Example 15.— V Q, 6 ; + K, Q, 10, 7, 3 ; 

* J, io, 2; 4 Q,8,6. 

Some players will invariably declare Dia- 
monds on four honors, notwithstanding the 
absence of any further strength. It is a spec- 
ulative make at best, and should not be ven- 
tured unless the honors are the quart major. 
Even then the hand falls below the standard 
of Diamond strength. 

If he has some protection in Hearts, the 
dealer's partner may declare Diamonds on a 



56 



Bridge 



hand which would be too light for an original 
make. 

Example 16. — ^ K, 10, 7 ; ♦A, T, 9, 2 ; 

* Q, 10, 8, 6, 3 ; 4 4. 

Example 17.— V Q J, 6, 3 ; ♦ K, 10, 7, 5 ; 

* Q,8, 5; £9,6. 

The choice of the Diamond in the latter 
case would be a semi-defensive measure. 
There is a probability of greater strength 
with the dealer in that suit than in Hearts. 
The hand may be estimated at three and a 
half tricks, and the dealer should be counted 
on for three — no more. This gives about an 
even chance for the odd (which is practically 
worth as much in Diamonds as in Hearts), 
and it is not unlikely that the adversaries will 
score simple honors. The situation is suf- 
ficiently doubtful to warrant Dummy in lean- 
ing toward safety. 

If the dealer is unable to declare no- 
trumps, Hearts or Diamonds, he should leave 
it to his partner. 



The Make 



57 



The Black Suit Hand. 

A black suit should not be made by the 
dealer at no-score, because it is impossible to 
go out in one, unless it is doubled ; nor can 
a considerable advance be made in the score. 
Even if the dealer holds 

Example 18. — V Q> 9> 3 5 ♦ 6 \ * L J o 5 
4 A, K, Q, J, 10,7,4. 

he should turn it over. The honors in Spades 
would only count 20 — little more than simple 
honors in Hearts. If the partner has any 
kind of a hand, the dealer's long established 
suit will become a great force in trick-taking. 
There is one exception to the rule prohibit- 
ing the dealer from declaring a Spade or Club 
when the score is at love-all. If his hand 
does not contain a probable trick he should 
make Spades for safety, and to prevent his 
partner from miscalculating upon the amount 
of strength he has a right to expect in the 
dealer's hand. Occasionally this practice will 
result in shutting Dummy out of a great make, 



58 



Bridge 



but the play is sound, and will save a loss 
more often than not. 

Example 19.— V 10, 3, 2; ♦ 8,7,6,4; * 9, 
8,6; £ J, 4, 2. 

Spades should be declared by the dealer on 
the above hand unless the saving of the game 
depends absolutely upon the making of a 
rich suit, when the declaration should be 
passed. 

The partner, on receiving permission to de- 
clare the trump, will infer that the dealer has 
not more than average strength in the red 
suits, but that he may have in the blacks. 
He will not make a Heart or Diamond unless 
he is prepared to carry the deal with little 
assistance in trumps. If his hand is too light 
for a red make, nothing will have been lost 
by passing it up to him. 

Unless the dealer's partner can make a 
declaration which is tolerably sure to cany his 
side beyond 6 in the score, he should play to 
retard the adversaries as much as possible by 



The Make 



59 



declaring the cheapest suit — Spades. Novices 
frequently fall into the error of compromis- 
ing on Clubs, when they hold a moderate 
suit of them in a weak hand. This is a great 
mistake, and often the occasion of heavy loss 
when the Club is doubled to the value of a 
Heart. 

Example 20.— V 10, 7, 6 ; 4 J, 9, 5, 4; 
*K,Q,8, 3 ; $ 5,2. 

The dealer passed at love-all and his part- 
ner nominated Clubs on the foregoing cards. 
The leader doubled and scored three by cards 
(24), and the dealer took simple honors (4). 
With a Spade trump the adversaries would 
have counted two by cards (4), making no 
material advance in their score. 

If a Club promises five tricks out of 
Dummy's hand, — if it contains five Clubs to 
two honors or four Clubs to three honors, — 
that suit may be declared, faute de mieux, on a 
passed make at love-all ; with less strength, 
the safety declaration should be resorted to. 



6o 



Bridge 



Unless the Club holds out a probable pros- 
pect of two by tricks (that is, of going beyond 
6), it is useless to hazard it. 

The dealer's partner may declare Clubs on 
the following hands at love-all : 

Example 21.— V A, 2 ; + Q, J, 8 ; £ K, 
9, 8, 6; £ Q, 10, 8,7. 

Example 22. — ^ 9, 8, 6 ; + 8, 4 ; Jfc K, 

Q,8, 7, 4 ; 4 A >4, 3. 

Example 23.— V Q, 9, 4 ; 4 10, 3 ; £ K, 

QJ, 5; £ QJ, 9> 6 - 

Example 24. — ¥ 6, 4 ; ^ 10, 8, 6 ; df* 10, 

7, 6, 5,4, 2 ; $ K, 4. 

Spades should be made on the following : 
Example 25.— ^ 10, 7, 2 ; + J, 7, 3, 2 ; 

*K,J,6,3; 4b 8, 5. 

Example 26.— ^ 10, 7, 2 ; + J, 7, 3, 2 ; 

4b K, 7, 6, 3, 2 ; 4* 2. 



Advanced Stages of the Score. 

The correct make when the stage of no- 
score has been passed cannot be covered by 



The Make 



61 



rules — it must be learnt by experience ; but a 
few illustrations may aid in a comprehension 
of the controlling principles. 

As a general rule, with a favorable score 
the make should be conservative. Under the 
contrary condition it may be speculative. The 
degree in which either course is followed will 
depend upon the necessities of the occasion. 

Whilst a speculative declaration is impera- 
tive when it affords the only means of making 
a necessary number of points, it should not be 
resorted to under less urgent circumstances 
when the hand offers a good conservative 
make. 

Example 27.— V Q, 10, 4 ; ♦ K, 7 ; 4fc A, 

Q, J, 10,8,4; $ 7,4. 

At a score of 4—28, the dealer or his part- 
ner would declare no-trump on the above 
hand ; but with the figures reversed it should 
be made Clubs. 

Example 28. — ^ A, K, Q, 7, 6; ^10; 
*K, Q, J, 9; 4 A, 10,2. 



62 



Bridge 

<_> 



This would be a no-trumper at most stages 
of the score ; but if the odd in Hearts would 
put the dealer out, he should declare that suit, 
and particularly if the loss of the odd in 
Hearts would leave the adversaries in, whilst 
one trick in no-trumps would put them out. 
The principle involved is that of avoiding 
needless risks. When you are practically sure 
of game in a certain sttit, do not make a risky 
declaration in a higher suit for the sake of an 
unnecessary increase of score. 

Let us revert to the previous examples. 
With your score at 24 or over, particularly if 
the adversaries are close, the hand given in 
Example 1 should be passed. If the partner 
can make on five trumps of any denomination 
the game is pretty sure, and the honor points 
are likely to be sheer gain, for Dummy has 
no more than an even chance of holding an 
ace. 

Under similar conditions, the cards in Ex- 
ample 2 should be passed. If the partner 



The Make 



63 



makes Spades, the dealer has a great ruffing 
game. If partner has sufficient strength to de- 
clare any other trump, the Spades can proba- 
bly be brought in. For similar reasons the 
hands in Examples 3, 5, 6, 7, 8 and 9 should 
be passed at a score in excess of 22 ; whilst, 
with no more than a Club trick needed for 
game, that suit should be made on the hand 
contained in Example 4. 

An unnecessarily expensive declaration for 
the sake of a large honor score often results 
in the reversal of a commanding position and 
the loss of the game. Suppose the dealer to 
have the first game to his credit and to hold 

Example 29. — If K, Q, J, 10 ; ^ K, 9, 8, 
7, 6, 4 ; <fr A ; ^ 7, 6. 

with the score 26-16 on the second game. 

He declares Hearts. The leader, with 

V A, 9) 8,6, 5> 2; ♦A; *«: ♦A,K,0,J, 5 , 

goes over and makes the odd, winning the 
game. Now, from a situation which practi- 
cally assured him of the rubber on a Diamond 



6 4 



Bridge 



make, the dealer is reduced to a score of 
games-all, with the deal adverse on the decid- 
ing game. 

It has been said that all no-trumpers are 
unnecessary risks, by which is meant that any 
hand which is up to the standard of no-trumps 
offers a surer prospect of scoring if played 
with a trump. This is probably very near 
the truth, provided the hand contains a five- 
card suit. The risk must, however, be taken 
when the no-trump points are needed ; other- 
wise, a suit should be named. Example 10 
furnishes a no-trump hand at a score of, say, 
10—26, and a Club hand with the figures re- 
versed. 

When the dealer is at a point where the 
odd will give him the game he should always 
be prepared for a go-over, especially if the 
doubled value of the trick would put the ad- 
versaries out. Consider Example 1 1 at the 
score of 26-14. If Hearts are made, the ad- 
versaries will raise it provided they have any 



The Make 



65 



chance for the odd, but on a Club the dealer 
is more likely to go game, and the adversa- 
ries, even though they double, will need two 
by cards to score out. 

The principle which applies to the make in 
the first game is extended to later stages of 
the rubber. With the advantage of a game, 
the dealer should declare conservatively ; with 
a game against him, more boldly ; with games 
even, he should adopt much the same policy 
as in the love-game. 

The dealer will seldom pass it when a des- 
peration make is imperative ; consequently, 
the Dummy will usually have a choice of dec- 
larations. He should generally exercise cau- 
tion, and the foregoing hints on playing to the 
score are applicable to him. He should de- 
clare to his hand, when it offers, with average 
assistance from the dealer, a reasonable pros- 
pect of scoring ; otherwise he should make 
for safety, with the idea of holding the ad- 
versaries down to as low a score as possible. 

5 



66 



Bridge 



Dummy should not count on his partner 
for more than three tricks at the outside, and 
should seldom make an expensive suit unless 
his own hand is good for at least four prob- 
able tricks. 

Dummy should, however, play to the score, 
and, whenever necessity exists, he should 
make boldly, despite his disadvantages. 

An important point for the consideration of 
Dummy in making is the calibre of his part- 
ner. A hand which a good player could 
manipulate without difficulty might be an 
unreasonable proposition to present to a 
novice. 

Example 30. — ^ K, 10, 2 ; + A, K, Q, 9, 
7; *K,J,6; 4kK, 4 . 

If an expert was going to play the hand, 
no-trump might properly be declared on this 
holding ; but if it was to be entrusted to a 
player of little ability, the Diamond would be 
a better make. 

When his hand contains fewer than three 



The Make 



67 



tricks, Dummy will generally do well to make 
Spades for safety, for if he cannot hope to 
score on the deal, the next best thing is to 
reduce the adversaries' count as far as pos- 
sible. 

Example 3 1.— V Q, 8,6,4; ♦ A, 7, 3, 2 ; 

* 10,9, 7, 5 ; 4* 7. 

Anything but a safety make from the above 

would be sheer speculation. 

Nothing but experience can teach a player 
how to " make to the score " with good judg- 
ment. These brief hints and the examples 
furnished by the illustrative deals are designed 
to convey an understanding of the main prin- 
ciples underlying the declaration. 

Doubling. 

Going over, like the declaration, should be 
regulated by a consideration of the score. 
The principle of " the game before every- 
thing" should govern a player's action in 
this matter. He must be influenced not by 



68 Bridge 



the mere prospect of making points as much 
as by a consideration of the relative worth of 
the probable points and the proportionate 
value of the possibilities he is creating for the 
adversaries. A player may be reasonably 
sure of scoring trick points, and yet not justi- 
fied in doubling. 

Example 32. — Score 24-4. South nomi- 
nates Clubs. West holds K, J, 10, 4 ; ♦ K, 
2 ; 4» K, 10, 9, 7, 6, 2 ; jfk A. 

South needs two by cards, which West can 
almost surely prevent his getting, although he 
may take the odd. With the normal trump, 
the probable result of the deal will be to in- 
crease West's score to 8 — or South's to 28. If 
the trump is doubled, the probability is changed 
to 1 2 for West (a position little better than 8) 
as against a possibility of game for South. 

As a rule, a double should not be made un- 
less it affords a good chance for game and an 
excellent prospect of going as far as 18 on 
the deal. 



The Make 



69 



It is well never to double without being 
willing and ready to be redoubled. 

Strength in the lay suits offers great temp- 
tation to go over, but it is a risky proceeding, 
especially in an expensive make ; for if the bal- 
ance of plain suit cards is against the maker 
he is pretty sure to hold excessive length in 
trumps, and will probably kill some of the 
cards which the doubler counts on as winners. 

Example 33.— V A, K, J, 4 ; > Q, J, 6,4 ; 
*A,Q,J; * K, 10. 

If a good player has made Diamonds, it 
would be very risky to go over him with 
such a hand as the above. It is highly prob- 
able that he would be found with seven or 
eight trumps, and a strong Spade suit in ad- 
dition. Thus with the score at love-all ; but 
if the odd trick with the doubled Diamond 
would put the leader out, he should certainly 
go over ; and so in a situation which points 
to a desperation make, as when the score is 
heavily adverse to the dealer. 



7o 



Bridge 



Excessive trump strength is also a frequent 
snare, as the following situation illustrates : 
Example 34.— ¥ A, 9, 8, 7, 6, 5, 4, 2; + 6 ; 

* J, 10, 8 ; 4 4. 

With the foregoing cards the leader went 
over a Heart make, the score being 10-0. 
The dealer held ^ K, Q, J, 10 ; ^ A, 10 ; 

* A, K, Q, 4; £ 10,7,2. 

He took seven tricks with his own hand, and 
Dummy took another with the Ace of Spades. 

The foregoing is, of course, an extreme il- 
lustration, but it exemplifies the folly of tak- 
ing unnecessary risks. With the score as 
stated, the leader should have been satisfied 
with his prospect of making one or two by 
cards and getting a good start on his deal. 

With the score at love-all it is particularly 
dangerous to go over unless the hand is 
pretty safe for the odd, for there may be a re- 
double and the dealer go out 

The fact that the enhanced value of the 
trick is sufficient to give the doubler the game 



The Make 



7i 



with the odd is always a justifiable incentive 
to double, but it should seldom be acted 
upon unless the hand is strong enough to 
prevent the adversaries from going out on a 
redouble. 

"Spades" being an equivocal make by 
Dummy, it is always a ticklish one to go over. 
He may not have a card of the suit in his 
hand, and again he may be excessively strong, 
in which case he will redouble, and may be 
afforded the opportunity to go out on a hand 
which would otherwise have raised his score 
comparatively little. 

A speculative double, like a desperation 
make, is proper when the contingent gain is 
very large. Say the dealer needs but the odd 
to go out on the second game, having won 
the first, whilst the leader is at 16 only. The 
latter should double a Heart with as light a 
hand as the following : 

Example 35.— V Q, 9> 6 > 4 ; ♦ K, 6, 3 ; 
* A, J, 8, 2 ; $ K, 6. 



7 2 



Bridge 



If he gets the odd, which is, of course, not at 
all probable, he makes it games-all and starts 
the rubber game with the deal in his favor. 

It is well to be very cautious about doub- 
ling no-trumps. Very seldom, at a normal 
score, should a player allow all-round strength 
to tempt him to do so. In such a case he will 
almost surely find the maker with a long suit 
and re-entry, and a great deal of his own 
strength may have to be discarded away. 

At the commencement of the game many 
players would be tempted to double a no- 
trumper with the following hana : 

Example 36.— ^ A, K, Q ; ♦ K, Q, 9, 2 ; 
£ A,K, 6; £ J, 3, 2. 

It seems to promise the odd with ordinary 
luck ; but if the dealer held the following, and 
he might be calculated for something of the 
kind, he would redouble, and probably win 
out. 

Example 37.— ^ 6, 3 ; ^ A ; * Q, 5, 2 ; 
4b A, K, Q, 10, 7,4, 2. 



The Make 



73 



When, however, the leader himself holds a 
suit of six or more, headed by the tierce 
major, or ace-king together with another ace, 
he should almost always double no-trumps, 
and generally with such a suit headed by king- 
queen supported by a sure re-entry. 

The leader's partner runs a greater risk in 
doubling on similar hands, because the suit 
may not be led to him. The proper lead 
under such conditions, however, which is 
explained in the section on Leading to No- 
trumps, makes it fairly probable that the 
leader will hit his partner's long suit. 

The position of the player at the table must 
be a factor in his calculation as to going over. 
The leader is favorably situated to double the 
dealer, so that the lead may come to him 
through the latter's strength ; the fourth player 
is in the best position to double Dummy. 

Doubling requires at least as much judg- 
ment as does the declaration. The state of 
the score ; the comparative gain and loss in- 



74 



Bridge 



volved ; the peculiarities of the players ; their 
habits in the matter of making, and ability 
in playing — these and other considerations 
must influence a decision in the matter. 

The safest plan for the beginner is to leave 
the double severely alone until he has ac- 
quired a fair working knowledge of the game. 



The Play 



CHAPTER III. 



Playing: the Cards. 

WE shall find that the principles underly- 
ing Whist are those which determine 
our play at Bridge ; but since entirely differ- 
ent conditions prevail in each game, tactics 
which would be proper in the one case may 
be the reverse of sound in the other. 

The lead is one of the most important 
considerations in Bridge strategy. At Whist 
the efforts of the intelligent player are directed 
mainly to bringing in a long suit, if possible, 
and, if not, to making such winning cards as 
the hand may contain. The probable or in- 
ferred distribution of the trump strength will 
decide which of these purposes shall control 
the plan of action. Under favorable condi- 
tions establishment will be essayed ; when the 

conditions are adverse, a " running " game will 

(77) 



78 



Bridge 



be played. It is a peculiarity of Bridge that 
the leader is in a position to know, before the 
deal is opened, which of these methods he 
should pursue. Trump strength is adverse 
by a considerable preponderance, or there is 
no trump to enter into the calculation. The 
lead under each of these contrary circum- 
stances involves different propositions and is 
governed by different principles. 

Unless it be headed by three cards in se- 
quence, or of such extreme length as to war- 
rant the expectation of extracting all the ad- 
verse cards in two rounds, the establishment 
of a long suit is best expedited by its being 
opened with a low card. The proposition 
need not be demonstrated. It is familiar to 
every Whist player. 

The only deterrent to the invariable lead 
of a small card from long holdings which do 
not conform to the above descriptions, is the 
danger of the suit being trumped upon the 
second or third round. If a player has five 



The Play 



79 



cards of a suit he may expect it to live through 
two but not three tricks, so that if he led away 
from ace and king, one of the master cards 
would in all likelihood be ruffed. Having six, 
the probability would be increased ; and with 
seven it would be almost a certainty that one 
of the adversaries would fail to follow suit 
three times, and probable that neither could do 
so more than twice. That being so, establish- 
ment might reasonably be expected to follow 
the immediate leads of the commanding cards. 

In playing long suits there are three pri- 
mary considerations to be entertained: (r) 
Withholding of high cards in order to secure 
establishment through them on the second and 
third rounds ; (2) The probability of the best 
cards being ruffed ; and (3) In the case of 
extremely long suits, immediate establishment 
by leading out the master cards. These last 
are, of course, actually established without 
play, and maybe classed with suits containing 
the tierce major. 



8o 



Bridge 



Tlie Lead to a Trump Declaration* 

The leader is confronted with a definite dec- 
laration of adverse trump strength, and his 
play should be in conformity with the situa- 
tion. 

At Whist the dealer's average trump hold- 
ing is four ; at Bridge it is six. (These are 
the practical equivalents of the true mathe- 
matical averages.) It follows that the chances 
of the leader's suits being trumped are greater 
in the latter game than in the former, and to 
guard against the increased danger his leads 
should be more forward at Bridge. Under 
such conditions it is generally futile to attempt 
the bringing in of a suit At Whist, when the 
adversaries have exhibited preponderating 
strength in trumps, the sensible player will 
" run " with his winning cards, take every op- 
portunity to get a ruff* and to force his part- 
ner. At Bridge, when playing against a trump 
declaration, he should follow similar tactics 
from the commencement of the deal. In such 



The Play 



81 



circumstances it is more important to show 
the high cards held than number in suit ; and, 
since a long suit can very seldom be brought 
in against the dealer, unblocking tactics are 
of secondary value. 

In such a situation the American Leads 
are worse than useless, and the chief effect of 
their use is to add to the already excessive 
advantage enjoyed by the dealer over the 
pair on the defensive. Since there is no ex- 
pectation of making the long cards of a suit, 
but little benefit can accrue to the partner 
from knowing that they are held, but the 
knowledge may be of the utmost value to the 
dealer. To illustrate : the leader opens with 
the American Lead of queen, showing five or 
more ; Dummy covers with ace and remains 
with 6 and 2 ; the leader's partner plays the 
4, and the dealer, holding four cards of the 
suit, knows that the hand to his right has no 
more, and can read every card of the leader's 

holding. Now, if the latter had led the old 
6 



82 



Bridge 



king lead his partner could have marked him 
with the queen and four or more of the suit, 
and the dealer could not have gathered exact 
information of the distribution until the second 
round. The fourth best lead of a low card 
is open to the same objection. The leader 
opens with the American Lead of 7 ; Dummy, 
holding king and 6, puts up the former ; 
third player follows with the 4. The dealer, 
holding ace, 10, 8, 5, can place the queen, 
jack, 9, 3 and 2 with the leader and no more 
with his partner. Had the lowest card of 
the suit been led originally, no such exact 
calculation could have been made. 

The following suggested system of leads 
for use in trump deals is based on the fore- 
going considerations. It has been sufficiently 
tested to prove that in practice it will win 
tricks over the American Leads. 

Ace is led from all suits containing it of 
four or more cards, not including the king. 
The ace lead from four cards is an undesira- 



The Play 83 



ble opening, unless the player remains with 
some protection in the suit, such as queen or 
jack- 10 ; but if the suit is led, the ace should 
be played. 

King is led from all combinations of four 
or more which contain ace or queen, or both. 

Queen is led from queen, jack, 10 and 
one or more. 

Jack is led from king, jack, 10 and one 
or more. 

10 may be used as an unequivocal support- 
ing card, or a conventional significance may 
be attached to it, admitting of its being led 
from any combination. It maybe mentioned 
in this connection that a single card call for a 
trump lead will sometimes be found very use- 
ful. The leader will occasionally hold a hand 
to which he desires such a lead, although he 
did not consider himself strong enough to go 
over the make. 

When a high card is not led, the lowest of 
the suit should be the opening. 



8 4 



Bridge 



The ace leads as recommended above 
contemplate the lead of that card from the 
major tenace. It is defended on the ground 
that the leader must play to make all he can 
in the first two rounds of the suit. His 
chances of having a tenace led up to are much 
less than at Whist, and of having the second 
round ruffed much greater. If the king is 
adverse, but two tricks at the most can be 
taken in the first three rounds. If the first is 
made sure of with the ace, the queen is very- 
likely to make, unless trumped, since it can- 
not fall to an exposed king in Dummy's 
hand. 

The jack lead from the king, jack, 10 com- 
bination has the advantage of exact informa- 
tiveness as regards the high cards held, and, 
more than that, of giving the best chances of 
the second trick, under conditions which 
render a third improbable. If both ace and 
queen are adverse, the suit is a hopeless one 
however it may be opened. 



The Play 85 



Xlie Lead to No-trumps. 

In a no-trump deal there can be no ruffing, 
and the chief reason for a high card lead 
under ordinary conditions is eliminated from 
the calculation. The leader is bound to 
make the commanding cards of his suit when 
in the lead, and also the long cards of it, if he 
can re-enter after clearing it. He is, there- 
fore, justified in adopting establishment tactics 
to the fullest extent. He should handle his 
cards as he would plain suits at Whist after 
trumps are out. By some players the reg- 
ular trump leads are used in no-trump deals. 
The principle upon which the practice is 
based is sound, but some modifications are 
advisable to suit the peculiar conditions of 
Bridge. 

The following system of leads for no-trump 
deals facilitates unblocking by affording as 
precise information as possible of the com- 
position of the suits led. 

No suit of fewer than seven cards is opened 



86 



Bridge 



high unless it embraces three honors. There 
are eight such combinations enumerated be- 
low. Suits containing no more than two 
honors are broached with a high card only 
when ace or both king and queen are included. 

Ace is led from A, K, J, 10, and A, Q, J, 
four or more in suit. Ace may be led from 
any combination of seven cards in addition to 
those above mentioned — such as A, Q, etc. ; 
A, J, etc. ; A and six small ; but if re-entry is 
lacking, such suits may be opened low. 

King from A, K, or K, Q, seven or more. 

Queen from A 5 K, Q, or K, Q, 10, four or 
more. If queen holds the trick, the leader con- 
tinues with 10 from the second combination. 

Jack from A, K, Q, J, or K, Q, J, four or 
more. 

10 from K, J, io, or Q, J, io, four or more. 

In each case the ability to place certain 
cards elsewhere than with the leader will en- 
able his partner to immediately identify the 
combination opened. 



The Play 87 



Unblocking must often be effected at the 
risk of a trick, but the first consideration of 
the adversaries in a no-trumper must be to 
avoid obstructing their long suits. 

On the lead of A, K, Q, J, or 10, third 
hand, holding an honor and one, should play 
his highest upon the first trick ; holding an 
honor and two, he should play the middle 
card to the first round and honor to the sec- 
ond ; holding two or three cards lower than 
the 10, he should play from the top down; 
holding four or more, he should play third best 
to the first trick and second best to the next. 

The following exceptions to the foregoing 
rule should be noted. When, the lead being 
from K, Q, J ; K, Q, 10 ; K, J, 10 ; Q, J, 10 ; 
or K, Q, etc., the leader's partner holds ace 
and one, and Dummy the remaining honor 
fully guarded, the master card must be held 
up, even at the risk of permanently blocking 
the suit, in order to enable the leader to 
kill Dummy's prospective winner. A great 



88 



Bridge 



many players have yet to learn the necessity 
of special leads for Bridge. 

More may depend upon the ability of the 
leader's partner to avoid obstructing his suit 
in a no-trump deal than upon any other point. 
If the leader has a good long suit, the chances 
are that the dealer has control to a great ex- 
tent of the other three, and, at any rate, that 
he holds a long one himself, which is proba- 
bly established. If the leader does not get 
all the possible tricks in his suit whilst he is 
in, it is more than likely that he will be forced 
to discard winners from it before he can re- 
enter. 

The Lead to a Double. 

When the leader or his partner has doubled 
a trump make, the combined hands are, pre- 
sumably at least, as strong as those of the 
dealer. Under such conditions the leader 
should play as he would at Whist. Until the 
development prompts different action he 
should play his hand for all there is in it, and 



The Play 89 



if it contains a good suit he should open it as 
he would with a fair expectation of bringing 
it in ; that is to say, the American Leads 
should be employed and the hand played in 
the most informative manner possible. 

When the fourth player has gone over a 
no-trump declaration the circumstances are 
different, and the lead is a special one. In a 
majority of cases the raise will be based on a 
long strong suit, and not infrequently the 
doubler will have complete control of it. The 
leader should endeavor to find that suit, and 
the best prospect of doing so lies in leading 
the weakest one in his hand which contains 
no card higher than a jack, and a red, in pref- 
erence to a black suit, because the dealer is 
more likely to make a defective no-trumper 
from a hand containing weak red and strong 
black than vice versa. 

The practice prevails with many players 
of invariably leading a Heart w T hen the part- 
ner has gone over a no-trump make. The 



9Q 



Bridge 



convention is based on the theory that the 
weak spot in the declaring hand is most 
likely to be the Heart suit, which is true 
enough under ordinary conditions ; but if the 
dealer, say, knows that the first lead will 
surely be a Heart if the make is doubled, he 
is not likely to declare no-trump unless he is 
prepared to meet such an opening, nor will 
the leader's partner go over unless the Heart 
lead would be favorable to his hand. The 
lead of the shortest suit or the weakest will 
be found to be the more practicable and pro- 
fitable of the two. 

When a redouble of a trump declaration 
has rested with the dealer s side, it is well to 
lead as though there had been no going over. 
The conditions are probably relatively the 
same as in the case of an ordinary make, and 
it will generally appear that the greater part 
of the strength in the pack is divided be- 
tween the dealer and the fourth player, with 
the preponderance in favor of the former. If 



The Play 



9i 



it should prove that the leader's partner is 
the stronger, nothing will be lost, as a rule, 
by the leader getting winners out of the way. 
As a matter of fact, however, the latter will 
seldom have a high card lead in his hand 
under such circumstances. 

TACTICAL HINTS. 

For the most part the play at Bridge is 
similar to that of Whist, and it is proposed 
in this section to take note only of such points 
of strategy as are especially effective in the 
former game. 

The play, like the declaration, is largely 
governed by the score, which should be kept 
prominently in mind throughout the deal. 
Before he plays a card the dealer should form 
a plan for making the necessary number of 
tricks, and his subsequent action will fre- 
quently be influenced by the same considera- 
tion. For instance, if he needs five tricks for 
game, and that number can only be secured 



92 Bridge 

by making a risky finesse, he will take the 
chance, provided the contingent loss is not too 
great. 

Xlie Opening Lead 

admits of occasional departures from the rules 
as laid down in the preceding paragraphs. 
These must be left largely to the judgment 
of the player, founded upon experience. 

When the declaration has been passed, a 
Heart lead is most likely to find the dealer's 
weakest spot, and a supporting card of that 
suit is often very effective under such circum- 
stances. 

Unless he has a definite game to play from 
his own hand, the leader will generally do 
well to play out a commanding card and se- 
cure a sight of Dummy's hand before con- 
tinuing. 

The hand may sometimes be properly 
broached with a trump, especially when 
Dummy has had the declaration. When the 
leader's partner has gone over a trump it will 



The Play 93 

frequently be well to play a commanding card, 
although irregularly, in order to retain the 
lead until after Dummy's cards are exposed. 
This is particularly the case when the double 
has been over Dummy's make. 

When the hand contains no good suit, and 
when it consists mainly of tenaces, a short- 
suit opening will often be advisable, if it be 
of a card which will not lead the partner to 
unblock unnecessarily. 

The writer is inclined to the belief that in 
trump deals the lead of queen from queen, 
jack and three or more, not including the 10, 
will prove to be a trick winner. Not having 
had sufficient opportunity, however, to submit 
it to a conclusive test, he will confine his rec- 
ommendation to the advice that the player 
give the lead a careful trial and note results. 
In theory it appears to be sound. The defen- 
sive side in a trump deal cannot ordinarily 
count on making anything in their long suits 
after the second round, on account of the ex- 



94 



Bridge 



traordinary opposing strength. In the case 
of the combination in question, the best chance 
of making one of the court cards lies in early 
forcing the command. If both ace and king 
are adverse, the lead may result in the loss of 
a trick, but will not often do so even in such 
circumstances, and will less often result in 
establishment by the dealer's side, for it is 
highly improbable that another five-card hold- 
ing will be out. When the leader's partner 
has ace or king the lead will be advantageous, 
and especially so when the king lies to the left 
of the leader. The lead might be dangerous 
from four cards, but with suits of five or more 
it would be more likely to establish the suit 
with the leader than with the dealer's side. 

Secondary leads must be governed by the 
development. The leader should be watchful 
for any signs of weakness or embarrassment 
on the part of the dealer. If he shows a re- 
luctance to lead trumps he has probably made 
on a light hand, or is endeavoring to ruff, 



The Play 



95 



He should generally be forced, and sometimes 
it will be advisable to lead a trump. 

After Dummy's hand has been laid down 
the best lead will often be through his strength, 
if not too great. It is useless to go through 
sequences, and very bad play to lead through 
fourchettes. Supporting cards put through 
single honor short suits are most effective. 

Finessing: 

should be left by the third hand almost ex- 
clusively to his partner in suits of which the 
latter is long. Beginners at Bridge are very 
apt to follow the habit of Whist in making 
the major tenace finesse and similar finesses. 
If the king is with Dummy, of course there 
is no finesse. Otherwise the ace must always 
be played. If the dealer has the king, this 
affords the only chance of catching it. 

Occasionally the third hand will have to 
finesse against his partner. Suppose three 
tricks in a certain suit be necessary to game. 



9 6 



Bridge 



Third hand holds best, fourth best, etc., and 
Dummy has the third best doubly guarded. 
If the latter does not play high, third hand 
must finesse with the fourth best, for unless 
his partner has the second best the three tricks 
cannot be secured. A good player in such a 
situation would lead the second best — make 
the Deschapelles coup, in fact — and render it 
easy for his partner. 

When a supporting card is led, the third 
hand can tell exactly what high cards are 
against him and where they lie. He must 
use his judgment as to covering the card led, 
and may finesse much more freely in a no- 
trumper than otherwise. 

There is little occasion for Underplay at 
Bridge, but the Hold-up, which is commonly 
though erroneously classified as a finesse, is 
of frequent occurrence. Most often it is ef- 
fected in this or a similar manner : The dealer 
has in his own or Dummy's hand a long suit 
established save for the master card, which is 



The Play 97 

with one of the opponents. If the long suit 
hand contains no re-entry, the commanding 
card may be held up until the other hand has 
no more of the suit left with which to put his 
partner in. 

Returning: the Lead. 

The leader's suit should generally be returned 
to him at once. In a trump deal, if the lead 
has been a low card the suit cannot be more 
than moderately strong, and the third hand 
may substitute a much stronger one of his own 
for it, or he may lead up to a weak holding in 
Dummy's hand. If Dummy holds a single- 
ton, the third hand, having the ace of the suit, 
should take a round at once to prevent the 
card being discarded ; and for the same reason, 
if Dummy is short in two suits, the opponents 
should make their winners in those suits at 
the earliest opportunity. 

If Dummy has a long suit and but one re- 
entry, it will often be well to lead the suit con- 
taining the latter, if it be an ace. 

7 



98 



Bridge 



There are various situations which demand 
a departure from the rule to return partner's 
suit, but they will be best understood from 
practice. 

In a no-trumper the leader's suit should be 
returned almost without exception. Of course 
if his partner holds an established suit, which 
is highly improbable, he should play it out, 
but in no case should he switch from the 
leader's suit to a low card lead, for he may 
thereby draw the only re-entry the leader has 
to depend upon. 

Forcing; 

the strong hand cannot be resorted to in 
Bridge play anything like as effectively as at 
Whist, because, the dealer's average holding 
being so much greater, he can generally ac- 
cept the force without detriment to his hand. 
At advanced stages of the deal the force is 
more apt to be injurious, and is often a very 
effective way of placing the lead. 

The defensive players should generally take 



The Play 



99 



any opportunity to force each other, though if 
a player is very short in trumps, and Dummy 
shows similar weakness, the partner should 
not be forced until he has intimated his will- 
ingness to ruff. 

Tlie Discard 

is controlled by the same principle which 
governs it at Whist. In a trump deal the 
balance of strength is presumably against 
the leader and his partner, and they should 
ordinarily throw away from long suits. If, 
however, the trump has been doubled, the 
defensive player should act as he would at 
Whist when his partner developed unex- 
pected strength in trumps after the adversaries 
had broached the suit ; that is, he would 
play for his long suit, but be careful not to 
unguard stoppers in the short ones. The 
first discard should, however, be from the 
long suit, for the information of the strong 
partner. It will seldom happen, even when 
he is able to exhaust trumps, that a loss will 



IOO 



Bridge 



result, for he should generally have a suit to 
bring in of his own. 

When playing against no-trump the discard 
should be from the weakest suit, provided 
an honor is not unguarded or a possible trick 
hazarded. 

A singleton should seldom be discarded. 
It may be needed later for a lead, and when 
the discarder fails to follow to the first round 
of the suit the dealer is enabled to place every 
card of it. In many other respects the regu- 
lar discard may be too informative to be fol- 
lowed with wisdom, in w r hich case the next 
best alternative must be resorted to. 

Before making his first discard, a player 
should endeavor to calculate the number he 
will be called upon to make. 

Discarding is one of the most difficult fea- 
tures of Bridge play, especially when the 
dealer is going down the line with an estab- 
lished suit and six or seven discards are 
necessary. Close trimming is dangerous. 



The Play 



101 



With a stopper in each of two unopened suits 
a player will often discard from both until 
neither is of any use. If the suits will not 
afford the number of discards required with- 
out unguarding one of the stoppers, the 
proper course is to decide upon one suit to 
retain and throw the other away entirely. 
The partners should endeavor to split suits 
in this operation, each retaining protection in 
that discarded by the other. 

False Carding 

should be avoided by the leader and his part- 
ner, except in situations where it is practically 
impossible that harm to themselves can result. 
The dealer not having a partner capable of 
being deceived will, of course, play his cards 
irregularly on principle, and his opponents 
cannot rely upon any but absolutely unequiv- 
ocal inferences from his play. 

Unblocking; Play 

is of the utmost importance to the leader's 
side. Each of the players should be pre- 



T02 Bridge 

pared to unblock from any number of cards, 
when necessary. Their chances of re-entry 
are considerably less than they would be at 
the ordinary game ; and especially is this the 
case in a no-trumper. 

The illustrative deals in the Appendix will 
afford further information regarding the tac- 
tics of the game. 



A Rubber at Bridge 



A RUBBER AT BRIDGE. 



HE following pages are designed to aid 



* those who are in the early stages of 
Bridge play. It is believed that the most in- 
teresting and effective manner of illustrating 
the philosophy of the declaration and the 
strategy of the game is through the medium 
of a complete rubber. In this presentation 
the various features of actual play have been 
as nearly approached as might be, but the 
student is strongly advised to reproduce the 
diagrams with a pack of cards. The deals, 
which are not " made up," but have been 
fitted together to form a rubber suitable for 
practice, were selected with a view to restrict- 
ing the illustrations to the ordinary tactics of 
the game, and such as might be easily com- 
prehended by beginners. 

The most convenient and profitable method 




( 105 ) 



io6 



Bridge 



of playing the rubber by four players is to 
sort the hands of each of the nine deals and 
place them in Duplicate trays of consecutive 
numbers, so that the makes will occur in 
regular rotation. The deal may first be 
played without reference to the book, but 
should be afterwards closely compared with 
it, and the same result arrived at, with a clear 
comprehension of the raison dc faire, before 
proceeding. 

One rubber cannot, of course, embrace all 
the various phases of tactics, but there is no 
doubt but that a study of the hands given 
will lead, through example and suggestion, to 
a more extensive comprehension of the pecu- 
liar features of the game than would be likely 
to result from the play of an equal number of 
deals at the table. 

In the diagrams of tricks, North is assumed 
to be at the top. The solid character indi- 
cates the lead and the winning card is under- 
scored. 



A Rubber at Bridge 



107 



FIRST GAME. 
Deal No. i. — Score 0-0. 
The Hands. 



s. 


W. 


N. 


E. 


Dealer. 


Leader. 


Dummy. 


Pone. 


V K,io,6,3- 


Q,S,5- 


9,7,2. 


AJ,4- 


♦ Q,2. 


7,3- 


K,J,9,6,5. 


A,io,8, 


* A,K. 


J,8,5,3- 


10,4. 


Q,9>7,6 


4 A J>9> 6 >3- 


K,io,7,2. 


Q,5,4- 


8. 



The Declaration, 

South makes no-trump. 

Note. — The make is justified by the length 
in Spades and Hearts, notwithstanding the 
weakness in Diamonds. The Queen of the 
latter suit is worth more in the concealed 
hand than it would be with Dummy. The 
holding may be conservatively valued at five 
tricks, and is not a passing hand under any 
conditions. 

The Play. 

Trick 1 .—Ordinarily, with such a holding 
as his, South would put up the Queen from 



108 Bridge 

Dummy's hand, but the card may be needed 
for re-entry. 

2* □ 8£ 

Trick 2. — Many players would go after the 
Diamonds at once. The dealer, however, de- 
cides to try and establish the Spades, which 
are within .one card of that condition and 
make Dummy's Queen good for entry at the 

5£ 

7£ |Tj 4<? 

same time. West frustrates the design by 
holding up. East must keep his Diamonds 
intact to stop Dummy's suit, and he is loath 
to break his Clubs, since West evidently has 
no strong suit. 

If the dealer proceeds with the Diamonds 



A Rubber at Bridge 109 

at trick 2 the result is the same. The suit 
has to be abandoned after the King and Jack 
have made, and the Spades resorted to. In 
that suit the dealer makes three tricks, and the 
last four fall to East. 

Trick 3. — If the dealer quits the Spades, 
West, on getting in, will lead King and the 
dealer could then take the trick only at the 
expense of leaving the command adverse. He 

Q $ 

K <^ j~3~[ 2 c§> 
3* 

does well in establishing the two Spade tricks 
in his hand before the deal develops further, 
so that he may be free to attend to the Dia- 
monds. 

East's discard is questionable. He should 
have adhered fully to his intention to play for 
the Clubs and have thrown the Heart Jack. 

Trick 4. — West rightly leads to the suit in- 
dicated by his partner, which, in view of 



I IO 



Bridge 



Dummy's holding, would probably have been 
the lead in the absence of information. The 
dealer is now assured of the odd, and there is 
a probable trick in Hearts additional. The 

90 

7 4 |T| 100 

00 

Diamonds are a hopeless proposition. Another 
round would establish them, but Dummy 
could not be put in. The best chance of a 
trick in the suit lies in leaving it alone. 

4* 10* 



10 £ 6 4 30e8<> 



Afr 6 ^ 

Tricks 5 and 6.- — The dealer plays off his 
winning Spades, hoping that the discards may 
improve the situation for him. East may 
safely discard all but the Ace of Diamonds. 



A Rubber at Bridge 1 1 1 



Trick 7. — The dealer throws the lead with 
his losing Diamond rather than open the 

jo 

3d£b[T]A0 
24 

Hearts. As it happens, there can be no varia- 
tion in the result from this point, however he 
may play. 



&0 



8& 



6* 



60 



J & 



10 



7* 



KO 



5<2> 



12 



9<? 

\7\ J_^ 
8^ Q7] AJ? 

q y [13] 9 A 



10 



K 9? 



ii2 Bridge 

North and South score the odd (12); honors 
easy. 

FIRST GAME. 
Deal No. 2. — Score 0-12. 

The Hands. 

W. N. E. S. 

Dealer. Leader. Dummy. Pone, 

f K,Q, 9 ,4,3. 10,8,2. A. L7A5. 

♦ A,8,7. Q,9>3- K,6,4,2. 

*QJ- K,7, 2 . A,io,8,6,5,4. 9,3. 

£9,5,2. A,Q,8,6. 10,7,3. KJ,4. 

The Declaration. 

West makes Hearts. 

Note. — The dealer's hand just comes up 
to the standard of a Heart make. The fact 
that West holds but five cards of the honor 
grade (exactly the average) and three short 
suits increases the chance of his partner hav- 
ing a no-trump hand. Many players would 
have passed, and West would doubtless have 
done so had the score been more adverse. 



A Rubber at Bridge 113 



However, the make is not to be considered 
faulty. 

Xlie Play. 

Trick 1. — North's lead is correct, in a trump 
deal, from the combination he holds. 

5£ \T\ 3£ 

The dealer generally holds up his lowest 
card, in order to render the pone's echoing or 
unblocking play obscure to the leader. 

6* Q£ 



9$ 2 7$ 2<£ 3 10 & 



Trick 4. — Since there are but nine tricks to 
fall, it is useless to think about establishing 
the Clubs. Two tricks in that suit may be 
played for, the Ace of Diamonds will fall on 
another, and the dealer will play trumps to 



ii4 



Bridge 



five. In other words, he decides to play the 
trumps as his long suit and pick up what he 
may on the side. By ruffing the current 
trick with the Ace he makes that card sepa- 
rately, which can hardly lose anything and is 
likely to result in gain. Beginners, before they 

8* 

70 0^ 

have learnt to look ahead, are apt to play as 
though there were fourteen tricks in the deal. 
Such a one might have tried to establish a 
Diamond re-entry with Dummy, overlooking 
the fact that if the Clubs were established, 
and the exposed hand put in, the dealer 
would be obliged to trump the long cards. 

30 



A Q I s | 

20 



A Rubber at Bridge 115 



Trick 5. — There can be but one trick in the 
Diamond suit when South fails to cover the 
Jack, so the dealer goes up. 

Trick 6. — At this point the dealer plans his 
play on the presumption that the adverse 
trumps are divided four and three, which is 
by far the most probable distribution. He 
insures two rounds, after which Diamonds 
will be led by whichever adversary is in. 
The dealer will ruff, extract two more trumps 

4 * 5 * 

with the Queen and force the twelfth with a 
Club, making his thirteenth good. If he 
finds five trumps in one hand, his course will, 
nevertheless, probably be the best he could 
follow. If he goes on with Clubs at this 
stage he may force the weak trump holding 
and lose a trick. 



n6 



Bridge 



Trick 8. — North is by no means sure that 
the dealer has not the Diamond king, but he 

Q ♦ 



80 



50 



40 

must play as though he could mark it with 
his partner. 

Trick 9 et sequitur. — It falls out as the 
dealer had anticipated. 

3J? [7] io o 
ko 

io y 

QV 



J * 



10 

7 y 

7& 

12 



6& 



2# 

9 y [kT| io & 

6f 



A Rubber at Bridge 117 



East and West score the odd (8), and sim- 
ple honors (16). 

FIRST GAME. 
Deal No. 3. — -Score 12-8. 

Tlie Hands, 
N. E. S. W. 

Dealer. Leader. Dummy. Pone. 

¥ 10,8,6,5. 9,3. K,J,4,2. A,Q,7. 

♦ 10,3. K,6,2. AJ,8. Q,9,7.5>4- 

4b 8,3,2. A,K,io,9. QJ,6. 7,5,4. 

4b *°>5>4,2' AJ,6,3. K,Q,8. 9,7. 

The Declaration. 

North passed, and Dummy declared no- 
trump. 

Note. — North's passing the make was very 
bad play. With such a hand as his, the 
dealer should declare Spades for safety, and 
particularly so when he is ahead on the score. 
Under such circumstances the dealer's part- 
ner may be expected to hold a better than 
average hand, his share of the face cards 



n8 



Bridge 



being five or six. He will probably make an 
expensive nomination, with the result of a 
heavy loss on account of the dealer's weak- 
ness. In this case North is favored beyond 
his deserts, the conditions being far in excess 
of the probabilities in his favor. South holds 
half the face cards in the pack, and North has 
three of the tens. 



Trick I. — Ordinarily, in a no-trumper, a 
suit of fewer than seven, headed by ace-king, 
would be opened low, but when it embraces 
jack or 10-9 it may be broached with the 



king, there being no danger of entirely losing 
control. West begins to play his short suit 
down and out, to enable his partner to count 
the cards outlying. 



Xlie Play. 



3& 




6 c?) 



A Rubber at Bridge 119 



Trick 2. — East continues, as he will remain 
with second best guarded ; and after the fall, 
seeing that the suit is evenly distributed (the 



dealer's false cards aiding him in reading 
West with three), decides to take another 
round and remain with the long card. 

Trick 3. — In order to score, the dealer must 
take six more tricks. The best chance for 



them appears to lie in the Hearts, of which 
the joint hands hold eight. 

Trick 4. — Since Dummy's tenace is ex- 
posed, and the dealer cannot get in to lead 



8* 



5& 2 A 4> 



2* 




from his own hand, there is no use in thinking 



1 20 



Bridge 



of finesses, and he had best force the master 
cards as soon as possible, and before Dummy's 
re-entries are impaired. 



East does not play his short suit down on 
the dealer's lead, 

Trick 5.- — West has little hope of bringing 
in the Diamonds, but the lead of the suit 



(which has the advantage of extracting one 
of Dummy's re-entries) appears to be the best 
from his hand. 

Trick 7. — —It is clear that the dealer has es- 
tablished two winning Hearts in his hand, and 



6<? 




30 



4> 5 KO 



A 



A Rubber at Bridge 



121 



since he has shown no strength as yet, West 
is" prepared to see him disclose the command 
of Spades ; therefore he makes his Diamond 
Queen whilst he may, believing that the card 
he thus makes good in Dummy's hand will 
be a trick to spare in any case. In other 
words, West takes it for granted that the 
dealer can account for the remaining tricks. 

5 y 10 o 

0^09^ Q_* \T\ 20 

JV 80 

North's pass of the make justifies the conclu- 
sion that he held something better than the 
Heart io, and if so it must be in Spades ; but, 
on the other hand, East would hardly have 
played his Clubs in the way he did unless he 
had been confident of harvesting the long 
card, and such confidence could only have 
been based on holding the Spade Ace. 

Trick 8. — Consistent with the excusable 



122 



Bridge 



conclusion West had arrived at, he throws the 
lead to the dealer, knowing that the Hearts 
and Diamond must make, and believing that 

8^ 



7 V 



60 



2^ 

if East has the Spade Jack, the chance of his 
getting away with it would be reduced by 
making him third player in that suit. 



io y 

4^? 



2* 



7£ 



10 



8£ 



Trick io et sequitur. — East gets two tricks 
— no more nor less — whether he puts up Ace 
or Jack. 

9^f7T|io* 7 o fial Q ♦ 



A Rubber at Bridge 123 



10 4 



9 <> 13 J 



East and West score the odd (12) and 
three aces (30). 

FIRST GAME. 

Deal No. 4. — Score 20-12. 

The Hands. 
E. S. W. N. 

Dealer. Leader. Dummy. Pone, 

f A,9. 10,8,6,3. KJ,5,2. Q,7,4- 

4 Q,8,7, 4 . 10,6,5. K,g,3,2. A, J. 

4b A,io,9,s. J,4, 3 . K,8,6. Q,7,2. 

jjfc Q,6,3. K,7,2. A.5. J,io, 9 ,8,4. 

The Declaration. 

East passed, and his partner made no- 
trump. 

Note. — Many players would go no-trump 
on the dealer's hand, but the pass is the cor- 
rect play, especially with a comfortable lead 



124 



Bridge 



in the score. With the adversaries at 24 or 
over, the make would be no-trump. 

Dummy's hand is an ideal no-trumper on a 
passed make. He has an almost certain trick 
in each suit, and his chief strength lies in the 
red. The hand contains but one ace, it is 
true, but the game is his main consideration. 

The Play. 

Trick I. — South opens his only four-card 

Q y 

2%> [T| Ay 
3 V 

suit, which has the advantage of being Hearts, 
in which the dealer is most likely to be weak. 

Trick 2. — The fall to the first trick decides 
the dealer to prosecute the Hearts which are 

7 y 



5 y 1 2 1 9 g 

6 y 



A Rubber at Bridge 125 



established, since the 10 must lie to his left, 
for, King and Jack being exposed, North 
would have played 10, holding it. 

Trick 3. — The dealer takes the finesse in 
Spades with the design of entering Dummy 
in that suit to make the Hearts. 

5$ [7] o* 

Ordinarily it is not advisable to cover in 
this situation ; but considering the critical 
state of the game, and the fact that he had no 
need of the card for re-entry, we think that 
South should have gone in with the King on 
the chance of establishing winning Spades 
with his partner. 

Trick 4. — Of course the dealer would not 
have led the Spade Jack had he held it ; but 
here, again, w r e think that South might have 
taken a chance on unblocking. Unless North 



126 Bridge 

holds established Spades and the Ace of 
Clubs or Diamonds the game is lost, and a 

A£ (T| 3* 

few additional points would be of no conse- 
quence. 

Trick 5. — When the dealer discards the 
Spade, South sees the point, but there is no 

4<? 



8 y 

possible chance of his getting rid of the 
King now. 

Trick 6. — North's discard is a great mis- 
take. It is unnecessarily informative. He 
should know that the Spades are useless, and 
he may throw them all without danger of 
loss. 



A Rubber at Bridge 127 



The remainder of the deal is practically 
double-dummy for the dealer, thanks to 
North's discard. He can make a Club and 

J 
10 y 

draw the Diamond Ace, after which South 
will get in with the Spade King, when he 
must continue with a Club, allowing the 
dealer to take the rest of the tricks. 



2& 
3cg> 



AO 



24 



70 



50 



6£> 



9£> 



7* 



8# 



10 



J* 



128 



Bridge 



10 £ J£ 
3 <> Qi] Q> ^0 m 8 + 

6 10 



9* 13 lOtSb 



5# 

East and West score five by cards (6o) and 
three aces (30). 

SECOND GAME. ■ 

Deal Xo. i. — Score 0-0. 
(Game in favor of E. and W.) 

Xlse Hands. 
S. W. N. E. 

Dealer. Leader. Dummy. Pone. 

f A, 10,8,6. Q.J.9.3. K, 7, 5.4,2. None. 

^A.J,io,S,6. 7,4.3.2. None. K.Q.9.5. 

4kNone. 9. A, 10, 8. 7, 6, K.QJ. 

^8,5,4,2. . 10,9,6.5. A. [5,2. K.QJ. 7. 



A Rubber at Bridge 



1 29 



Xlie Declaration. 

South passed ; North made Clubs ; East 
doubled, and North redoubled. 

Note. — South displays good judgment in 
leaving the declaration to his partner. The 
only reasonable alternative is a Diamond, but 
the hand is somewhat too light for such a 
make. At love-all the dealer should not de- 
clare Diamonds unless he has a fair prospect 
of making three by cards. It takes five tricks 
in the suit to go game, and the partner has 
two chances of a better declaration. 

North's nomination is undoubtedly correct. 
As a no-trumper, the success of the hand 
would depend upon the establishment of the 
Clubs in two rounds at the utmost, and that 
declaration would be decidedly risky with an 
entire suit missing. Against the Heart make 
may be advanced the probability of an early 
force and of an adverse honor count, as well 
as the fact that the Spade Ace is solus, 

East is not justified in going over at this 
9 



130 



Bridge 



state of the score. He should be satisfied 
with the fact that he can certainly prevent the 
dealer making a heavy score, and has a good 
prospect of getting a start of 8 on his deal. 
North sees a promise of going out on a re- 
double and equalizing the score, and he takes 
a warrantable chance, 



Trick i. — The doubling having rested with 
the maker, West opens as though it had not 



occurred ; otherwise he would have led his 
trump through the dictating hand. 

East had calculated upon a trump opening, 
not having anticipated being redoubled. 

Trick 2. — West has indicated strength in 
Hearts, and East has the other suits well pro- 
tected ; therefore he cannot do better than 



2%> 




6^7 



A Rubber at Bridge 131 

lead a trump. If the 9 is with West, it is im- 
probable that it can make. 

10 & 

9&|T] 4 * 

Trick 3. — Being able to place the Hearts, 
the dealer can plan his game with compara- 
tive exactness. He has to get rid of three 
adverse trumps, which are almost surely to- 
gether, and one of which he can take, so that 

2* 

20 [7| J eft 
2£ 

he may count on four additional trump tricks, 
the aces of Spades and Diamonds, and two 
tricks in Hearts ; one of his cards of that suit 
may be discarded on the Diamond Ace, but 
the fourth must fall to West, 



132 Bridge 

Nothing the adversaries may do can affect 
this result. 

6^|T]j4k 30 [T| Q# 



5& 8 $ 

6 eg) A* 

40 [7] 7^0 K * 

6 8 

ThV^ 6. — East is in a helpless situation. 
It matters not what he leads. 

Tricks 8 and 9. — The dealer leads his 
trumps out on the off chance of the Diamond 

8* I* 

3£ [£] 7£ 9^0 50 

JO s y 

Queen being unguarded in the process of 
discarding. (Many tricks are picked up, 



A Rubber at Bridge 133 



through the carelessness of adversaries, by 
players who make the most of every chance — 
no matter how slim.) 



4¥ 



10 



A V 



5Z> 
10 $ 9 



12 



7 V 



Q ^ 



13 



QO 



10 V 



10 



North and South score three by cards (48) 
and the game ; East and West score simple 
honors (8), and South counts Chicane (8). 



134 Bridge 

RUBBER GAME. 

Deal No. i. — Score o-o 
(Games-all.) 

The Hands. 



W. 

Dealer. 

♦ A,Q,8,6 

*A,8,4- 
A K, 7 ,6. 



N. 

Leader. 
K,io, 3 . 

K,io. 



E. 

Dummy. 

5.2. 

J.9.3- 

J.9.7,2. 

A,9,8,4. 



S. 

Pone. 

A,Q,9,7,6. 
K,io,7. 

Q,6,5>3- 



Xlie Declaration. 

West passed, and East made Spades. 
North doubled. 

Note. — The entire declaration is sound. 
West's hand is too light for a no-trumper at 
the score, but it is admirably adapted to fit in 
with am' trump the dealer's partner may 
nominate. The latter has a two-trick hand, 
and Spades is the only reasonable declaration. 
North's holding in that suit justifies the sur- 
mise that the make is protective. He has at 



A Rubber at Bridge 135 

least four tricks in his hand, affording an ex- 
cellent prospect of the odd or better. 

The Play. 

Trick 1. — North has no desirable lead in 
the plain suits, and his trumps are such that 
they may be broached as advantageously as 
led up to. With two indifferent cards — one 
in each hand — the dealer should put up the 

7£ □ A£ 

higher from Dummy if it is not needed there. 
The play has the advantage of leaving the 
leader in doubt as to the whereabouts of the 
lower. In this case the dealer desires to put 
Dummy in, to start the Diamonds with a 
finessable card. 

Trick 2. — With the king- 10 combination 
South covers, forcing up the Ace and re- 
maining with the second best guarded. As 



Bridge 



a rule, when a single honor is led through it 
should be held up as long as possible, unless 
the promotion of second-hand cards makes 
the cover advantageous. When second hand 
holds a fourchette, that is the card next above 
and that next below a 9 or higher card led, 
he should cover ; and also when an imperfect 
fourchette is held ; that is the card next above 
and that next but one below the card led, 

20 

AO J ♦ 

as in the case under consideration. The 
effect of the play is to promote the lower card 
of the combination in case third hand takes 
the trick. The condition may not exist in 
the first round, and develop on the second. 
For instance, East leads queen ; South, hold- 
ing king, 9, 4, 2, passes ; but when East con- 
tinues with jack, South's cards having become 
en fourchette^ he covers. 



A Rubber at Bridge 137 

Trick 3. — There is no suit which the dealer 
can make. He must depend upon position 
and tenace to pick up a trick here and there. 

4* QT] 2# 

He stops the Diamonds for the time being, 
hoping to come through South again, and 
throws the lead with a Club. 

Trick 4. — It is clear that the dealer is in 
trouble, and North continues the trumps. 

10 4 



5& 

Trick 5. — The Club Queen is marked with 
South, and since that player has discarded 
from the suit, he doubtless remains with two. 
The dealer plays to clear the Clubs and put 



1*8 



Bridge 



South in, knowing that he will open Hearts, 
and must eventually enter Dummy. 



10* 



A* 



5 



7& 



6c£ 



40 
8* [7] 9* 



Trick J. — The balance of trump strength 
being with his partner, South opens his Hearts 
with the fourth-best. 

io y 
8 y |T| 2y 

The dealer can do no good by going in with 
the Jack. 



6$ [7] 8$ 

ey 



iy \ 9\ 5y 

a y 



A Rubber at Bridge 139 

3 v? 50 

J^ 9^ Q0 \u] 9 + 

Q V 10 

2^ 34k 



8+ 12 30 60 13 J* 



7 9 

North and South score the odd (4) and 
simple honors (4). 

Note. — Had West made no-trump, the ad- 
versaries would have scored the odd (12), and 
three aces (30). 

RUBBER GAME. 

Deal No. 2. — Score 4-0. 
(Games-all.) 
Tlie Hands. 
N. E. S. W. 

Dealer. Leader. Dummy. Pone. 

V K,Q,8,7,4. None. A,io,6,3- J,o,5,2. 

$0,8. A,5,4,2. J,9,6,3. K,ip,7. 

4k 9j 8 ; 2. KJ,7,4. A, 5. 0,10,6,3, 
^ J,8, 2 . K,Q, 10,9,4. A,5,3. 7,6. 



140 Bridge 

Tlie Declaration. 

North passed, and South made no-trump. 

Note. — No exception can be taken to the 
declaration. North's is a passing hand at 
almost any score, and South's is an excellent 
no-trumper, with protection chiefly in the red 
suits. 

The Play. 

Trick 1. — Ordinarily a suit of king-queen, 
fewer than seven, is opened low in a no- 

7£ |T] 

trumper, but when the suit embraces 10, it is 
broached with the high card. 

West begins to play down to his partner's 
lead. 

With five tricks in Hearts the dealer can 
see the odd. No other suit is establishable. 
There is a possible trick in Diamonds, and a 
very doubtful one in Spades. 



A Rubber at Bridge 141 

Trick 2. — The dealer realizes that the 
Hearts are not such a simple proposition as 
he had anticipated. The Jack and 9 being 

2 y [7] 2 

guarded with West, if the latter plays cor- 
rectly the dealer must come through twice. 

Trick 3. — With the perfect fourchette, 
West properly covers. If he fails to do so, 

[7] 40 

10 V 

the 10 is allowed to hold the trick, and the 
Jack and 9 are easily picked up. 

3& [7] 4& 



14 2 Bridge 

Trick 4. — The dealer puts Dummy in to 
come through the Hearts again. 

Trick 5. — East blanks his Ace without 
hesitation, as he must stand by the Spades. 

7<? 



5V 5 50 



6V 

He counts on three discards, when he will 
get in. 

Trick 7. — East's discard shows the Club 

g y 8 g 

9<P [e] 7 * 6& [tT| J# 



3^? 3^ 

King bare, and West's indicates strength in 
Diamonds. 

Trick 8. — It is now clear that East cannot 
get the Spades led through the dealer, He 
must lead up to the Jack. If he falls into the 



A Rubber at Bridge 
Q ♦ 

70 



H3 



8 



AO 



30 

error of making his Club King before con- 
tinuing the Spades, he shuts out that suit. 

6£ [7) Q* 

5£ 



100 



10 



5& 



8f 

K_0 9£ 

60 



Trick 10. — The adversaries must make the 
rest, despite anything the dealer may do. 



8* 



9& 



12 



10 & 



13 



104 



90 



JO 



144 Bridge 

North and South score two by cards (24) 
and three aces (30). 

Note. — Had West declared no-trumps on 
the preceding deal, North and South would 
have scored the rubber in this one. 



RUBBER GAME. 

Deal No. 3. — Score 0-28. 
(Games-all.) 

Xlie Hands. 

E. S. W. N. 

Dealer. Leader. Dummy. Pone. 

V KJ,9,8,6. 7,4. Q,io,5. A, 3 ,2. 
♦ Q- A J, 10,9, 4,3. K,8,7. 

& Q, 9 ,8 ? 7 ? 2. EL [6,s,2. J, 10, 6,4, 3. A,5. 
4*8,5. 9^7.3- K,6,4. A,QJ,io,2. 

The Declaration, 

East declares Hearts. 

Note. — The state of the score demands an 
expensive make. East's is an exceptionally 
good hand for a trump declaration. It con- 
tains a five-card suit, which may be played 



A Rubber at Bridge 145 



for if Dummy can extend support ; if not, 
there are two short suits to expedite ruffing. 
At a score of love-all, this hand might be 
passed. 

Tlie Play. 

Trick 1. — The fall of the Queen is not to 
be accepted as evidence that the dealer has 
not the King. 

80 
30 [7] QO 
A± 

North begins to show number by playing 
his second best. 

Trick 2. — South continues with the lowest 

KO 



40 2 6^? 



of his sequence for the sake of informing his 
partner, and to force the King, if adverse. 
North covers to unblock. 



146 



Bridge 



Trick 3. — The dealer must make his game 
in the Clubs. He leads trumps for the pro- 

Q 9? [3] 8 V 

tection of that suit, and luckily throws the 
lead into the hand containing the Spade 
tenace. 

Trick 4. — North has no choice but to 
broach the Spades. The dealer's hands can 

a 4 



4£ 4 5£ 



9£ 

both ruff Diamonds, and the Club is a palpa- 
bly unfavorable continuation, 

South begins to play his short holding of 
his partner's suit down. 



A Rubber at Bridge 147 



Trick 6. — The dealer leaves the lead with 
Dummy. When there is no finesse in a suit, 
and, so far as the cards go, it is immaterial 



from which hand it is led, it should be opened 
from Dummy, so that second hand may have 
no idea of what is behind him. 

Trick 7. — Ordinarily, North's cover would 
be correct, for he has a good continuation. 



104 



2<? 





7& 



7^ 



J* \7\ 8& 



A little reflection should, however, have awak- 
ened him to the danger of the play. South 
can have but two Clubs at the most. 



148 



Bridge 



Trick 8. — North's force is ineffective, but it 
really matters not how he plays. His partner 



6$ 



3£ 

cannot have another trump, and there is no 
better continuation than the Spade. 

East and West must take the remainder. 



3 y 
By \7\ kv 

20 

3*0 7* 

60 



10* 



4* 



5* 
10 

50 

12 

10 



2* 



9* 



6* 



13 



JO 



A Rubber at Bridge 149 



East and West score three by cards (24), 
and four by honors (32). 

RUBBER GAME. 

Deal No. 4. — Score 28-24. 
(Games-all.) 

The Hands. 

S. W. N. E. 

Dealer. Leader. Dummy. Pone. 

V 9- KJ,7, 4 . Q, 10,5, 2. A,8,6, 3 . 

♦ KJ, 9 ,5. Q,4,3> 2 - A,7. 10,8,6. 

4fcA,Q,io. 8,7. KJ,g,6,4. 5,3,2. 

4 A,K, 9 ,8,4. 10,6,3. J 5 2. Q,7>5- 

Xlie Declaration. 

South passed, and North declared Clubs. 

Note. — South's pass is judicious. The 
state of the score demands caution. Had it 
been reversed, no-trump would have been the 
correct make. A slight mistake at this junc- 
ture would give the adversaries not only the 
game, but the rubber. North takes no chances, 
and correctly plays to the score. 



150 Bridge 

Trick 1.— East can count twelve Hearts if 
his partner may be relied upon to have led 
from four. The dealer can have no more, 

and a continuation of the suit would force the 
weak trump hand. 

Trick 2. — East considers the supporting 10 
the best lead from his hand, but it is a ques- 
tion whether a low Spade up to the Jack 
would not have been better. 

70 



2 Q I 2 | 10 » 

JO 



The dealer covers with the Jack in the 
hope of inducing West, who must have the 
Queen, to put that card on the trick, and clear 



A Rubber at Bridge 151 

the suit. As, however, the 10 must be from 
a weak suit, West properly holds off. 

Trick 3.— The dealer proceeds to extract 
the trumps for the protection of the Spades 

4* 
7* [7j 2* 
A* 

and Diamonds. Did those suits not offer 
such excellent possibilities, he would play for 
the cross-ruff in Hearts and Spades. 

Trick 4. — The dealer decides to defer pull- 
ing the last trump until the Spades have been 

8# [7] 3* 

Q* 

developed. The Club 10 may be needed for 
re-entry. 



152 

AO 
30 |T[ 6<> 
5 4 



Bridge 



3$ \7\ 5£ 

4 £ 



Trick 5. — The dealer puts Dummy in to af- 
ford him the Jack finesse in Spades from his 
own hand. 

24 

E3 

7h(T/£ 7. — Now the dealer can place the 
cards sufficiently closely to be assured of the 
remaining tricks, for had East held the four- 
chette over Jack he would have covered. 



9& 

10* 



40 8 Q 
K4 



A Rubber at Bridge 



153 



10 y 



7 %> 



10 



Q £ 



A* 



Q 9? 

j y jTTj 3 97 

94 



J* 



K 



12 



6V 



84 



Q0 



13 



8 9? 



90 



North and South score six by cards (24), 
Little Slam (20), the game and rubber (100), 
and five by honors (20). 



154 Bridge 



The Score. 



North and South. 


East and West. 

j 


Trick. 


Honor. 


Trick. 


Honor. 


12 




3 
12 
60 


lb 
30 
30 


4o 


Q 
O 




Q 
O 


4 
24 


4 
30 

20 
20 


24 


32 


112 
82 
100 


82 


104 
116 


116 


294 
220 




220 




74 









The Laws 



THE LAWS OF BRIDGE WHIST 



Law i. Forming: tlie Tables. 

Section i. The players first in the room 
have the precedence in the matter of sitting in. 
Six players complete a table. If more than 
four desire to engage in the first rubber, the 
matter is decided by cutting or drawing cards 
from the outspread pack ; the players who 
cut or draw the four lowest cards sit in to the 
first game. The remaining player or players 
shall enter at the close of the rubber. Any 
player may secure the privilege of filling a pro- 
spective vacancy in a complete table by " an- 
nouncing' ' his intention of doing so. The 
order of such announcements shall dceide the 
priority of right. 

* Note i. — The Notes referred to in the laws will be 
found at the end of the book. 

( 157 ) 



158 Bridge 



Sec. 2. Partners shall be determined by 
cutting ; those turning the two lowest cards 
playing with those turning the two highest. 
The lowest card entitles the player who cut it 
to the deal and the choice of cards and seats, 
w T hich must be retained until the end of the 
rubber. 

Sec. 3. When two players cut ties, unless 
they are the two highest or lowest, they must 
cut again to decide the partnerships ; if their 
cards are the two lowest they must re-cut for 
the deal. If three players cut cards of equal 
value they must cut afresh ; if the fourth 
player's card is the lowest on the first cut he 
is the dealer, and his partner shall be the 
player who cuts lowest on the re-cut ; if his 
card was the highest on the original cut his 
partner shall be the player who cuts highest 
in the second essay, and the lowest of the re- 
maining cards determines the deal. 

Sec. 4. All the players must cut from the 
same pack. 



The Laws 



159 



Sec. 5. A player who exposes more than 
one card must cut afresh. 

Sec 6. In cutting, the cards maintain 
their usual value, except that the ace is 
lowest. 

Sec. 7. When the table is composed of 
five or six players, the four who have com- 
pleted a rubber shall allow the player or play- 
ers who have been sitting out to enter. Any 
player or players having played a greater 
number of rubbers than the others shall re- 
tire before them ; if the players thus subject 
to retirement are in excess of the entrants, the 
withdrawal shall be decided between the 
former by cutting. When the four players 
have sat in for an equal number of rubbers 
they shall cut to decide who shall retire. (In 
all competitive cutting the adverse decision 
attaches to the highest card or cards.) 

Sec 8. The intention to enter a table must 
be declared before the cards have been cut for 
any purpose. 



i6o 



Bridge 



Sec. 9. In the formation of fresh tables 
priority of entry shall be enjoyed by those 
who have not formed part of any other 
table. 

Sec. 10. A player leaving one table for the 
purpose of playing at another forfeits his 
rights at the first, except that a player who is 
awaiting entrance at one table may leave it in 
order to make a necessary fourth hand at an- 
other, and retain the privilege of re-entering 
the former by expressing his intention of re- 
turning as soon as possible. 

Sec. 11. If a player breaks up a table, every 
other player then in the room takes precedence 
of him, in the matter of rights, at any other 
table. 

Sec. 12. With the consent of the other 
players, an outsider may play any portion of 
a rubber in the place of one of those who com- 
menced it, without affecting the status or 
rights of the substitute or the temporarily 
retiring player. 



The Laws 



161 



Law 2. Cards. 

Section i {Note 2). The game shall be 
played with two packs of cards, one pack 
being used by each pair of players. 

Sec. 2. If a pack is imperfect, any player 
may demand a new pack at the expense of the 
table. 

Sec 3 [Note 3). Prior to the cards being 
cut for a deal, any player may call for fresh 
ones at his own expense, but he must pro- 
vide two packs, of which the adversaries shall 
have their choice. 

Law 3. Shuffling*. 

Section i. The right to shuffle rests with 
each player, but the dealer is entitled to the 
final shuffle. 

Sec. 2. The pack must be shuffled in full 
sight of all the players and so that the face of 
no card is exposed during the process. 

Sec 3. The pack must not be shuffled 

during the play of a hand. 

11 



162 



Bridge 



Sec. 4. The pack may not be shuffled by- 
dealing it into packets. 

Sec 5. Upon the completion of a deal, 
the next dealer's partner must gather together 
the cards last used, shuffle them, and place 
them in a compact form, and face downwards, 
to the left of his right-hand adversary. 

Law 4. Dealing:. 

Section i. The dealer must hand the 
cards to the player on his right, who will cut 
them, making two packets of not less than 
four cards each. The dealer shall then place 
the original lower packet upon the other and 
proceed to deal. 

If, in cutting, there is any confusion or expo- 
sure of the cards, they must be re-cut. 

If, after the cards have been cut, the dealer 
shuffles them, they must be re-cut. 

Sec 2. The deal passes to the left, each 
player having it in turn. 

Sec 3. The dealer cannot lose the deal. 



The Laws 



Sec. 4 {Note 4). There must be a new deal 

(a) If the pack is shown to be imperfect. 

(b) If the dealer has omitted to have the 
pack cut and the adversaries call attention, to 
the fact before he has completed the distribu- 
tion of the cards. 

(c) If the cards are not dealt singly to 
each player in rotation, beginning with him 
on the left of the dealer and continuing in the 
same direction. 

(d) If any player has more or less than 
thirteen cards dealt to him. 

(e) {Note 5.) If any card is faced in the 
pack. 

(f) If the dealer gives two cards at once 
or in succession to one player and deals an- 
other before correcting the error. 

(g) If the last card fails to fall in regular 
succession to the dealer. {Note 6.) 

Sec. 5 {Note 7). There may be a new deal: 
(a) If, in the process of dealing, the dealer 
exposes a card, the adversaries may con- 



164 Bridge 

suit as to the advisability of enforcing the 
penalty, but it cannot be claimed if either 
has looked at his cards. 

(b) If, during the process of dealing, either 
adversary exposes a card, the dealer may 
elect to deal anew, provided neither he nor 
his partner has looked at his hand. 

(c) If, after the cards have been dealt, but 
before the declaration has been made, the 
dealer or his partner exposes a card. The 
adversaries may not consult as to the enforce- 
ment of this penalty. 

Sec. 6. A defective pack only affects the 
score of the current deal, and any previous 
score made with it stands good. 

Sec. 7. If a new deal is not claimed on 
account of an exposure, the exposed card 
may not be called in after play. 

Sec. 8. A deal made in error, that is 
with the wrong cards or by the wrong player, 
must be corrected before a card is led ; other- 
wise it stands good, and the subsequent 



The Laws 



deals must follow it in natural rotation to the 
left. 

Sec. 9. If a player plays to the first trick 
with a defective hand the deal stands good, 
provided no defect in the pack be established. 

Sec 10. A player may not cut, shuffle 
nor deal for his partner, except with the con- 
sent of his adversaries. 

Law 5. Tlie Declaration, 

Section i {Note 8). The dealer has the 
right, after an examination of his hand, to 
select the trump or to order the deal played 
without a trump. He must express his de- 
cision in precise terms. 

Sec 2. The dealer may transfer the right 
of declaration to his partner, who must, in 
that case, make a trump suit or " no-trump." 

Sec 3. Should the dealer's partner make 
a declaration without having been invited by 
his partner to do so, the adversaries may de- 
cide without consultation (1) that the declara- 



1 66 Bridge 

tion made in error shall stand, or (2) that 
there shall be a new deal. 

Sec. 4. Should the dealer's partner invite 
the dealer to make, the adversaries may, 
without consultation, (1) compel the former 
to declare, or (2) claim a new deal. 

Sec. 5. Should either of the adversaries 
make a declaration, the dealer may, after an 
examination of his hand, (1) decide to deal 
anew, or (2) ignore the error. 

Sec. 6. A legitimate declaration is final. 

Law 6. Doubling - . 

Section i. The leader has the right to 
double after the declaration has been made. 
Should he decline to do so, his partner has 
the same privilege. If either adversary 
doubles, the right to go over him lies with 
the player who made the trump, and, in the 
event of his declining to avail himself of it, with 
his partner. The process of doubling may 
be continued indefinitely (in the absence of 



The Laws 167 



an agreement to the contrary, Note 9), the 
first right belonging to the player who last 
went over, and reverting to his partner. 

Sec. 2. If the leader plays before receiv- 
ing permission from his partner to do so, the 
latter forfeits his right to double. 

Sec. 3. If any player doubles out of turn, 
the opponent who made the last declaration 
shall decide whether or not the irregularity 
is to stand. If it stands, the process may go 
on as though the double had been made in 
the ordinary course ; if not, the player whose 
proper turn it is may exercise his option, and 
the process resumes the regular course. 
{Note 10.) 

Sec 4. If the leader's partner intimates 
in any way that he does not intend to double, 
the leader shall be debarred from going over. 

Sec 5. A legitimate double is irrevocable. 

2Uaw 7. Dummy. 

Section i. Immediately after the first 
card is played, the dealer's partner shall 



Bridge 



place his hand face upwards upon the table. 
The hand shall thereafter be termed the 
Dummy, and shall be played by the dealer. 

Sec. 2. Until the time that his hand is 
exposed the dealer's partner has equal rights 
with the other players, and takes an equal 
part in the play. 

Sec. 3. After his hand is exposed, the 
Dummy shall take no part in the play of the 
deal except that he may (1) ask the dealer 
if he has any card of the suit to which he has 
renounced, and (2) may call his attention to 
the fact that he has led from the wrong hand, 
or is about to do so. {Note 1 1.) 

Sec. 4. If, before a trick is quitted, 
Dummy asks the dealer if he has any card of 
a suit in which he has revoked, the revoke is 
thereby saved. 

Sec 5. If the dealer's partner in any way 
suggests the play of a card from the Dummy 
hand, either adversary may, without consul- 
tation, require the dealer to play the card in 



The Laws 169 



question or to refrain from doing so, provided 
that conformity with the demand does not en- 
tail a further penalty. 

Sec. 6. If the dealer's partner calls atten- 
tion to any penalty incurred by an adversary, 
the dealer loses his right of enforcement. 

Sec 7. After the completion of the deal 
the dealer's partner may call attention to an 
error in the score. 

law 8. Tlie Dealer. 

Section i {Note 12). The dealer is subject 
to no penalty during the play of the deal, 
save for a revoke. 

Law 9. Leads Out of Turn. 

Section i {Note 13). If either of the ad- 
versaries leads out of turn the dealer may (1) 
call a suit from the adversary whose proper 
turn it is to lead, or (2), if neither is in the lead, 
from the adversary who first obtains the lead. 

Sec 2. If all the players follow to a lead 



I JO 



Bridge 



out of turn (whether it be made by the dealer 
or an adversary), the trick stands good ; but 
if no more than one or two players follow to 
it their cards may be withdrawn into their 
hands, and no penalty attaches to them for 
having played. 

Sec. 3. If a player have none of a suit 
which he is called upon to play, the penalty 
is cancelled. 

Sec. 4. If a player, having been called upon 
to play a suit, plays some other whilst holding 
a card of the suit demanded, he is subject to 
the penalty for a revoke. 

Law 10. Play Out of Turn. 

Sec. 1. If, upon the dealer's lead, the fourth 
hand plays out of turn, his partner may be 
called upon to win the trick or to refrain from 
doing so. 



Law 11. Exposed Cards. 

Section i [Note 14). The following are 



The Laws 



171 



exposed cards : (a) Any card (or cards) of 
which the face is exposed above the table, 
whether it can be identified by the adversa- 
ries or not. (b) Any card in excess of one 
thrown by a player to a trick. 

Sec. 2. Exposed cards must be left face 
upwards on the table, and may be called until 
they are played. 

Sec. 3. A player may not respond to a call 
if his doing so would entail a revoke. 

Sec 4. If an exposed card be erroneously 
called the penalty is cancelled, and the card 
may be taken into the hand. 

Sec 5. If possible, an exposed card may be 
disposed of in the ordinary course of play 
before it is called. 

Sec 6 {Note 15). If, after the last card is 
dealt and before the first is led in play, either 
of the adversaries exposes a card, his partner 
shall forfeit his right to double ; if the offend- 
ing player be the leader's partner the card 
may be treated (1) as an exposed card, or (2) 



172 Bridge 

the dealer may restrain the leader from open- 
ing the suit. 

Sec. 7. If either of the adversaries plays 
more than one card to a trick the dealer may 
require which card he pleases to be left on 
the trick (provided a revoke is not thereby 
made), and the other card or cards shall be 
treated as exposed. 

Sec 8. The dealer may call any card im- 
properly detached from the hand of an adver- 
sary, so that he may name it. Subject to 
Law 9, Sec. 1. 

Law 12. Tlie Reyoke. 

Section i. A revoke is made when a player 
renounces in error, having a card of the suit 
led. 

Sec. 2. A revoke is established (1) when 
the revoking player or his partner has played 
another card without correcting the error, or 
(2) when the trick in which the revoke was 



The Laws 



173 



committed is turned and quitted ; provided, 
however, that sufficient time has been allowed 
for the usual question and answer with refer- 
ence to the play. 

Sec. 3. The dealer may not be penalized 
for a revoke made out of the Dummy hand. 
Should such a revoke pass without discovery 
until after the trick is turned and quitted it 
stands good. 

Sec 4 {Note 16). For each revoke estab- 
lished, three tricks may be taken from the side 
on which the revoke occurred and added to 
the tricks taken by their opponents. 

Sec. 5. The revoke penalty is applicable 
only to the score of the game in which it 
occurred. 

Sec 6. A side on which a revoke has been 
made cannot go out in that deal, i.e. its score 
tow T ards game may not exceed 28 points ; nor 
may it score Slam or Little Slam. If revokes 
have been made on both sides, neither can 
score the game. 



i74 



Bridge 



Sec. 7. The penalty may be exacted for 
every revoke which is made in the course of 
a deal. 

Sec 8. Any player may ask his partner 
if he has a card of the suit to which he has 
renounced. If the question be asked, a re- 
voking player shall have the privilege of cor- 
recting his mistake at any time before he or 
his partner plays to the next trick. 

Sec. 9. If one of the adversaries cor- 
rects a renounce in error the dealer may (1) 
require him to play his highest or lowest 
card of the suit which he renounced, or (2) 
treat the card played in error as an exposed 
card. 

Sec. 10. No penalty may be exacted from 
the dealer for a saved revoke. 

Sec 1 1 . When a renounce in error has 
been corrected, any player who followed the 
renouncing hand may withdraw the card he 
played to the trick without incurring a 
penalty. 



The Laws 



175 



Sec. 12. At the close of a deal the claimants 
of a revoke may examine all the tricks. If, 
after their claim has been made and before 
they have had sufficient time for such exami- 
nation, either of the opponents disturbs the 
cards, the revoke is established. 

Sec. 13. A revoke must be claimed before 
the cards are cut for the following deal, or, in 
the case of the concluding deal, before the 
score of the rubber has been agreed upon. 

Law 13. Scoring-. 

Section i. Any error in the trick score 
may be rectified previous to the declaration of 
trumps in the first deal of the game following 
that in which the error occurred, unless such 
game be the last of the rubber, when the 
rectification must precede an agreement upon 
the rubber score. 

Sec. 2. An error in the honor score may 
be corrected at any time previous to an agree- 
ment upon the rubber score. 



176 



Bridge 



Miscellaneous. 

Law 14 — If a player (other than Dummy) 
plays with less than his correct number of 
cards, and the other players have each thir- 
teen, his hand is treated as if it were com- 
plete, and he is liable for any revokes he may 
make. 

Law 15 — If any player (other than Dum- 
my) fails to play to a trick, and the omis- 
sion is not corrected before he has played to 
the next, his opponents may claim a new deal. 
Should they decline to enforce the penalty, 
the surplus card at the end of the deal is not 
taken into account. 

Law 16 — If any player (other than Dum- 
my) throws more than one card to a trick, 
and the error is not discovered until the deal 
is terminated, the player at fault shall be lia- 
ble for any revokes he may have committed. 
If the mistake be discovered during the course 
of the deal, the tricks can be searched (with 
as little exposure as possible) for the missing 



The Laws 177 

card or cards, which, if found, may be returned 
to the original holder, who will, however, be 
responsible for any revokes he may have 
made, and the card or cards thus restored to 
him shall be treated as exposed cards. (Note 

Law 17. — At any time before the cards 
have been touched for the purpose of collect- 
ing a trick any player may demand that the 
players indicate their respective cards. 

Law 18. — Any player has a right to see 
the last trick turned and quitted, in addition 
to the trick yet current. 

Law 19 — If, in the course of the deal, 
either of the adversaries makes any unlawful 
reference to the play, the dealer may call a 
suit from him or his partner when next either 
is in the lead. 

Law 20. — If, previous to his partner play- 
ing, one of the adversaries attracts attention 
to the trick in any illegal manner, the dealer 
may require the offending player's partner (1) 



178 Bridge 

to follow suit with his highest or lowest card, 
or (2) to win the trick or refrain from doing 
so. 

Law 21 — Should a player fail to play his 
highest or lowest card when lawfully re- 
quested to do so, he is liable to the penalty 
for a revoke. 

Law 22. — A player who has incurred a 
penalty must allow reasonable time for the 
opponents to demand it. 

Law 23. — If any player looks at a trick 
played previously to the last which was turned 
and quitted, he is liable to the penalty for a 
lead out of turn. 

Law 24. — If either of the adversaries throws 
his cards upon the table face upwards, they 
are all exposed cards, and may be called by the 
dealer. If, however, the player has been in- 
duced to throw up his hand by the dealer's 
declaration that he can 14 take the rest," or 
words to that effect, no. penalty shall attach to 
the action. 



The Laws 179 



Law 25 — The dealer shall not be consid- 
ered to have played a card until he actually 
quits it. {Note 18.) 

The Laws of Dummy Bridge* 

The foregoing Code of Laws is applicable 
to Dummy Bridge, with the following excep- 
tions and additions : 

Three players constitute a table. 

The player who cuts the lowest card has 
the Dummy. 

Dummy deals first. 

The original Dummy remains the exposed 
hand throughout the rubber, and no other 
hand is exposed. 

When an adversary deals, his partner does 
not expose his hand. 

The dealing hand must make the trump ; 
the declaration cannot be passed. 

The left hand adversary only may go over. 

Etiquette of Bridge Whist. {Note 19.) 

Rule 1. — The same form of words should 
be employed in the declaration, in doubling, 



i8o 



Bridge 



etc., and as far as possible a uniform time 
should be occupied with each. 

Rule 2. — A player should not afford any 
indication by word or action as to the condi- 
tion of his hand or as to his feelings with re- 
gard to any incident of the play. 

Rule 3. — No player should make any ref- 
erence to the score after the cards have been 
dealt, nor should any player handle or look 
at the score-sheet after that time in such a 
manner as to draw his partner's attention to 
the state of the game. 

Rule 4. — A player should not ask to see 
the last trick or to have the cards of the cur- 
rent trick drawn for the purpose of attracting 
his partner's attention. 

Rule 5.- — No player should, by unusual 
slowness in collecting a trick, call his partner's 
attention to it. 

Rule 6. — No card should be played in such 
a manner as to attract exceptional notice. 

Rule 7. — With the exception of the dealer, 



The Laws 



181 



no player should lead until the trick preceding 
has been turned and quitted. 

Rule 8. — Xo player should draw a card 
from his hand until it is his turn to play, or in 
any way intimate that his play to the current 
or succeeding trick is predetermined. 

Rule 9. — Xo player should make a second 
revoke to conceal a previous one. 

Rule 10. — Xo player should purposely in- 
cur a penalty, and especially not when the 
payment of it would result in ultimate gain to 
himself. 

Rule II. — Disputed points should be re- 
ferred to a bystander by general agreement. 
No player should object to such a course 
without very good reason. The question 
having been put with his consent, a player 
should not take exception to nor comment 
upon the decision. 



NOTES ON LAWS 



Note i . — There is no recognized authority 
upon the game in the United States, and con- 
sequently no standard code of laws. To a 
certain extent each club has its own laws, but 
the differences are for the most part in unim- 
portant details. The laws as here stated are 
those which prevail in the leading clubs. The 
principal divergences from them are noted. 

There is urgent need for uniformity and 
amendment in the laws, and it is to be hoped 
that ere long a convention of representative 
Bridge Whist players will be called for the 
purpose of considering the important necessi- 
ties of the games. 

Note 2. — -This is so far the established 

practice in all the clubs as to be practically a 

law. Of course the game may be played 

(183) 



184 



Bridge 



with one pack by mutual agreement of the 
players. 

Note 3. — In some clubs, the law relating 
to new cards gives the choice of packs to the 
dealer (no matter who may have called for 
them), if they are ordered at the commence- 
ment of a rubber ; otherwise to the adver- 
saries of the player who demanded the cards. 
The law as stated herein is in conformity 
with the English code and the general prac- 
tice in this country. 

Note 4. — The English law on this subject 
is, briefly stated, thus : There must be a new 
deal if one player holds more than thirteen 
and another less than thirteen cards, or should 
the last card not fall in regular succession to 
the dealer. 

Note 5.— In some few clubs a new deal is 
made obligatory on the exposure of a card 
by the dealer in the process of distribution ; 
in the majority, however, an option lies with 
the adversaries, as stated in Law 4, Sec. 5. 



Notes on Laws 185 



Note 6. — In connection with this section, 
there is a law to the effect that there shall be 
anew deal "if, in the course of dealing, the 
dealer counts the cards on the table or in the 
pack." This law is enforced in very few 
localities and is practically a dead letter. 

Note 7. — The English law is expressed 
as follows : There may be a new deal (1) 
If a card is exposed during the deal or seen 
by any of the players. The adversaries may 
call for a fresh deal provided they have not 
touched their cards. (2) If the dealer has to 
move more than one card, already dealt, in an 
attempt to rectify an infringement of the law 
that the cards must be dealt in regular suc- 
cession, etc. (3) If the dealer looks at the 
last card before completing the deal. 

Note 8. — In some clubs there is a law re- 
straining the dealer's partner from looking 
at his hand until the former has expressed 
his intention regarding the make. The pen- 
alty for an infringement of this law is similar 



iS6 



Bridge 



to that provided in Section 4. The adver- 
saries, without consultation, may (1) require 
the dealer's partner to make the trump, or (2) 
they may elect to have a new deal. 

Note 9. — The absence of a limit in some 
of the clubs has been the means of furnishing 
the members with not a little fun. " Put 
up" hands are sometimes given to the play- 
ers with amusing results. The following is a 
good example. It was recently dealt in one 
of the leading Philadelphia Whist clubs. 

North, the dealer, declared Hearts. East 
found the following cards in his hand and 
prompt!}' went over the make : z> A, K, 0, 
J, 10, 9. K, J. * A, K, Q. « A, K. 
North re-doubled, and the trump was pushed 
back and forth until it had reached an extra- 
ordinary value. East at length expressed 
himself satisfied, not on account of any fear of 
being beaten, but because he was sure of 
beating North. 



Notes on Laws 



i8 7 



Tlie Mauds. 



8, 7, 6, 5, 4, 3, 2. 
IO, 9, 8, 7, 5, 3. 

* 

♦ 



9 

4,2. 

* J, 10,9, 8,7. 

* Q, J, IO, 9, 8, 7. 



W. 



N. 



S. 



E. 



V A, K, Q, J, IO, 9. 
K, J. 
A A, K,Q. 
♦ A, K. 



Z> 

A,Q,6. 

* 6, 5, 4, 3, 2. 

A 6, 5, 4,3, 2. 



It will be seen that, no matter how the 
cards are played, provided South does not dis- 
card Diamonds, North must take the odd 
trick. 

Note 10. — This law might be amended 
with advantage. It provides no adequate 
penalty for a serious offence. There is no 
reason why the penalty should not be the 
same as that exacted for a declaration in 
error in Law 5, Sec. 5. 

Note ii. — In a few clubs Dummy is de- 
prived of the latter privilege. 

Note 12. — This is in conformity with the 



Bridge 



English law on the subject. In some of the 
American clubs it is customary to penalize 
the dealer for a lead out of turn by calling a 
suit from him. The practice has, however, 
the support of no more than a small minority, 
and it is clearly contrary to equity. Any 
possible advantage that can arise from the 
error, unless the adversaries palliate the orig- 
inal negligence by following to the lead — 
must accrue to the dealer's opponents. 

Note 13. — According to the English 
Code and the practice in a few localities in 
the United States, the additional option of 
treating the card erroneously led as an ex- 
posed card, is given. 

Note 14. — According to the English law, 
to which some American players conform, 
any card of which a player announces his 
holding is exposed. This appears to be a de- 
sirable law for general acceptance, in so far as 
it would apply to the adversaries of the 
dealer. 



Notes on Laws 189 



Note 15. — In certain circles it is the cus- 
tom to allow the adversaries to demand a new 
deal on account of an exposure by the dealer 
or his partner in a similar situation. This is 
manifestly unjust. Law 4, Sec. 5, (c) pro- 
vides for such an exposure before the decla- 
ration has been made. After that point the 
information conveyed by the exposed card is 
beneficial, if at all, to the adversaries. 

Note 16. — The English Code provides 
the following penalties for revoking : (1) The 
adversaries may add the value of three tricks 
to their score. (2) The adversaries may de- 
duct the value of three tricks from the re- 
voker's score. (3) The adversaries may take 
three of the revoker's tricks and add them to 
their own tricks, after which the score may 
be counted as if the additional tricks had been 
taken in play. These laws are in force in 
some American clubs, and in others a modi- 
fication of them. However, the simple three- 
trick transfer penalty, w T hich has the supreme 



190 



Bridge 



advantage of simplicity, is in vogue with the 
majority of players in this country. 

The revoke penalty is the chief defect in 
the laws. It has been taken from the Whist 
Code without consideration of the fact that at 
Bridge the values of the tricks fluctuate, so 
that a revoke in a no-trumper costs six times 
as much as a similar error in a Spade deal. 
This is manifestly absurd and unjust. 

Note 17. — It is the practice in some clubs 
to allow cards thus restored to a hand which 
has played in error to be taken up without 
further penalty than that for any revoke 
which may have been made. It is clear, 
however, that they must be exposed cards, 
according to the standard definition (Law 11, 
Sec. I j (b) and the offence is a serious one 
which deserves a heavy punishment. 

Note 18. — A few clubs have adopted a 
rule to the effect that if the dealer draws a 
card clear of Dummy's hand he shall be re- 
quired to play it, although he may not have 



Notes on Laws 191 



released it. Such a law must be difficult of 
enforcement on account of the careless and 
scattering manner in which the Dummy hand 
is frequently placed upon the table, and there 
does not appear to be any good reason for 
its existence. The vacillating way in which 
some dealers play Dummy is very irritating, 
but any indications of the working of their 
minds which may be derived from it must be 
entirely to the benefit of the adversaries. 

Note 19. — Information may be conveyed, 
whether unintentionally or otherwise, with 
such ease, at Bridge, that it is really a difficult 
matter to avoid any intimation of the condi- 
tion of one's hand. For this reason, and be- 
cause no immediate penalty attaches to an 
infraction of the rules of etiquette, they should 
be observed with the utmost strictness. 

The Unwritten Law. 

Declarations should be made in definite 
and uniform terms. The trump should be 



192 



Bridge 



indicated by the words " Spades," " Hearts," 
" No trump," and so on. The make should 
be passed to the partner with equal precision 
of speech — the usual form of expression be- 
ing " Make it, please," or " I leave it to 
you." Whatever phraseology a player may 
adopt he should use invariably. 

Promptness in the acceptance or declination 
of an option is of the utmost importance. 
Hesitation is more eloquent at Bridge than at 
Whist, and the consequences are more seri- 
ous. 



Maxims 

and 

Makes 



1.3 



MAXIMS AND MAKES. 



1. Make to the score, and play to the score. 

2. Don't make for the sake of honors at the expense 
of tricks. (Exs. 15, 16.) 

3. Never take an unnecessary risk on an expensive 
declaration when a cheaper one may afford the needed 
points without the hazard. ^Exs. 3, 6, 8, 10, 11, 12, 13, 
17, 21.) 

4. As dealer, at love, refrain from naming Diamonds, 
unless they offer a prospect of more than the odd, 
(Exs. 4, 18.), 

5. More points are lost through declaring on hands 
which should be passed than from any other cause. 

(Exs. 4, 5> 7> 14, l8 

6. When you have a weak hand your partner is 
likely to hold one above the average, but so is each 
adversary. (Exs. 14, 19.) 

7. Your declarations should be so consistent with 
fixed standards that your partner may draw reliable 
negative inferences from them. 

8. When your hand demands a safety make, declare 
Spades. Don't compromise on a risky Club. (Exs. 
14, 19, 20.) 

9. If your partner is a chancy maker, declare very 
conservatively when he leaves it, unless you have the 
reds well stopped, or extraordinary strength in three 
suits. (Ex. 21. ) 

( 195 ) 



196 



Bridge 



10. Don't play it " without" (unless you have a 
sure thing) if you can go game with a trump. (Exs. 
1, 3, 8, 10.) 

11. When well ahead, go easy ; when considerably 
behind, put on steam, even at the risk of the rails 
spreading. (Exs. 5, 11, 14, 19,22.) 

12. At 26 or 28, unless you have a sure make, leave 
it to your partner. (Exs. 5, 11, 23.) 

13. The best and safest no-trumperis one with king 
or better in every suit — the kind of hand which will 
fit in with anything Dummy may hold. (Exs. 1, 8, 

15.) 

14. When the opponents are a long way ahead on 
the first game . don't make a wild declaration in the 
hope of beating them out ; better play to save the deal 
on the next game. (Ex. 24.) 

15. When the opponents have a game and a long 
lead in the score, it is a case of " now or never," and 
you may speculate as freely as you please — but don't 
pass if you can avoid it. (Exs. 3, 24,) 

16. Dummy's declarations should be made with re- 
gard to the ability of the dealer. If he is a poor 
player, make a trump in doubtful situations. (Ex. 21.) 

17. As dealer never flirt with Diamonds; make 
only solid declarations in that suit. (Exs. 4, 13, 15, 16, 

18.) 

18. When the dealer, at love, thinks he has a justi- 
fiable Diamond, he should think again as to passing 
or making no-trump. (Exs. 4, 10, 15, 18.) 

19. Holding nine or ten red cards, don't leave it to 
your partner, unless you will be satisfied with a black 
make. (Exs. 13, 26.) 



Maxims and Makes 197 



20. With a very short, powerless suit in hand, do 
not risk a no-trumper if you have a good trump decla- 
ration. (Ex. 27.) 

21. When the make is left to you, count on the 
dealer for his fair average of tricks — no more, nor 
less. 

22. As dealer, with no more than one probable trick 
in hand, do not pass, but declare for safety. (Exs. 
14, I9-) 

23. If you have not a face card in your hand, you 
may expect your partner to go no-trumps — and be 
beaten — on a pass. (Exs. 14, 19.) 

24. Remember that doubling informs the dealer 
where the opposing strength lies. 

25. When the odd will carry you out, the adversa- 
ries are very apt to double. (Ex. 25.) 

26. Leave doubling alone until you have had con- 
siderable experience and feel confident of your judg- 
ment. 

27. Don't double unless you are prepared to nego- 
tiate the deal with very little assistance from the pone. 
He will seldom take more than one trick. 

28. As leader, double no-trumps only when you 
have a certainty of the odd or the situation is desper- 
ate. 

29. You may take some chances in doubling a 
trump when the score points to a desperation make, 
or when you have more to gain than to lose. (Exs. 
25, 28-) 

30. Never go over without considering what a re- 
double may do for the dealer. (Ex. 29.) 



Bridge 



1. OK, J, 4. OK, 2. * K, Q, 6. * Q, J, io, 5, 3. 

Every suit guarded. This is a standard no-trumper 
at love, but it should be passed at 24 or over. 

2. A, Q, J, 10, 7. OK, 2. * K, Q, 6. * Q, J, 10. 

The strength in Hearts and the honor count make 
that suit a safer and more profitable declaration than 
no-trumps at any score. 

3. ^7,6. O10. * A, K, Q, 10, 8, 5. *A, Q, J, 4. 

At love-all the dealer might risk no-trumps, and he 
should certainly make that declaration if much in ar- 
rears. At J 8 or over he should declare Clubs, and 
that would be Dummy's correct nomination at any 
score ; but if the long suits were red, he might play it 
without trumps at a score below 18. 

4. OQ, 9. OA, K, 8, 6, 4. * K, Q, 4. J, 9, 3. 

The dealer should pass at love, but at iS or over 
Diamonds would be the proper declaration. Dummy 
should declare that suit at any score. 

5. OA, K, 9, 6, 4. 8. * 10, 8, 5. *J, 9, 3, 2. 

The dealer should pass at any score below 22 ; at 
that point Hearts might be declared, but at 26, and 
certainly at 28, it would be better to pass, especially 
with the adversaries close up. Dummy would make 
it Hearts at any score. 



Maxims and Makes 199 

6. V A, Q, 9, 6, 4. 8. * K, 10, 9, 8, 6, 4. ♦ g. 

The dealer, or his partner, should nominate Hearts 
anywhere below 22, when it wouid better be a Club. 

7. <S>Q, 9, 8,6,4, 2. 8. *J, 7, 4. ♦ 10, 5,3. 

The dealer should pass, unless the odd in Hearts 
would give him game. Dummy would declare that 
suit at any score. 

8. V K, 10. OA, 10, 4. *K,Q, 9,8,6. • Q, J, 10. 

No-trumps with the dealer or his partner, unless two 
by cards in Clubs would go game. 

9. yK t 10. A, Q, J, 9, 6, 4. *9, 8, 6. #7,3- 

Diamonds with the dealer or his partner at all stages 
of the score. 

10. <?K, 10. A, Q, J, 9, 6, 4. *K, Q, 6. * A, 3. 

No-trumps below 18 ; otherwise Diamonds. 

11. V A, Q, 10, 6, 2. OK, J, 7, 4. *5, 3. ♦ K, 4. 
Hearts at most scores, but a pass at 26 or 28. 

12. <?7, 4. OA, K, Q, 9, 7. * 10, 9, 7, 5, 3, 2. * — . 

As a Diamond the hand may be valued at five 
tricks; as a Club it will probably be good for seven or 
eight. At 18 or over the dealer should make the 
black trump. 



200 bridge 

13. Q, J, 7, 5, 3. OA, Q, 9, 6,4. *9- 3. 

This would be a Heart with the dealer or Dummy 
at any score below 24, when Diamonds should be de- 
clared. 

14. 8,7,4,2. 09,8,6,3. *io, 7, 5, 8. *g. 

Under ordinary conditions, and with a great ad- 
vantage — say a game and a good lead in the second — 
the dealer should declare Spades for safety. It would 
be a Spade make with Dummy at any score. 

15. OK, J, 2. OK, Q, J, 10. *A, Q, 10, 4. ♦ K, 7. 

As a Diamond the hand would score 48 by honors, 
but it is very unlikely that it would go game. With- 
out trumps, on the other hand, the chances are against 
counting honors, but the three by cards necessary for 
game are highly probable. It is a no-trump hand at 
all scores, with the dealer or his partner. 

16. OA, K, 9, 8, 7. OK, Q, J, 10. * 10, 8. *6,2. 

This is a Heart hand despite the honors in Dia- 
monds. 

17. OA, Q, 9, 8, 6. 9 . * K, Q, 9, 7, 6, 5. * 5. 

This would be a Heart at most scores, but at 26 
(particularly if 8 would put the adversaries out whilst 
4 would leave them in) Clubs should be declared, and 
it would be a safer make at 22. 



Maxims and Makes 201 

18.^9,6. A, K, 8, 5, 3. *io, 4. * K,J, 7,3. 



The dealer should pass this hand anywhere below 
24, but Dummy would make Diamonds at all scores. 

19. W 7, 6, 2. 9, 8, 4, 2. * 10, 7, 6, 5. $ 8, 4. 

The dealer would declare Spades unless an expen- 
sive make was absolutely necessary, when he would 
pass. 

20. ^9,2. OJ, 6, 4, 3. *Q, 10, 7, 5. * 5, 3, 2. 

Dummy should make Spades — not Clubs. 

21. <3K,J, 10, 3, 2. OA. *A, K,J, 7, 5. *6, 2. 

With a good partner, whose declarations are con- 
sistent, Dummy would make no-trump at less than 22, 
Hearts at 22 or 24, and Clubs at 26. In the contrary 
case he should not risk the no-trumper. 

22. <?K, J, 9, 4- <^Q, 5,3. *J, 8. *K, Q, 10, 6. 

Ordinarily, the dealer would pass ; but at a score of 
18-28, say, with a game adverse, he should declare no- 
trumps. 

23. S> A, J, 10, 7, 4. OQ, J,7, 3. *K, 10, 8. *8. 

This is a Heart with the dealer, but the odd cannot 
be secured without aid from Dummy. If the latter 
has sufficient strength to land the odd in Hearts, the 
dealer can score on any trump Dummy may make, 
and at 28 or 26 it is safer to pass. 



202 Bridge 

24. Q?7, 6. A, K, Q, 9, 6, 3. * 10, 2. ♦ K, 7, 2. 



This is a Diamond at any score. With the score at 
4-28 in the first game, many players would make a 
wild no-trumper, and probably let the adversaries out 
with the advantage of the deal in the second game. 
In the rubber game the speculative make would be 
justifiable at the score. 

25. V Q, 9, 6, 5, 3, 2. 7,4. *A, K, 10, 6. * 3 . 

This is not a hand to go-over with under ordinary 
conditions ; but suppose Hearts to be declared at a 
score of 24-14, with the first game in favor of the 
dealer. The odd at its normal value will put the 
latter out, and a few extra points are not worth con- 
sideration ; but the odd at 16 will give the adversaries 
the game (with the advantage of the deal in the final), 
and either of them should double. 

26. V Q, 8, 6, 5, 3, 2. 010,9,7,5. *J, 6. * J. 

This is not a hand for the dealer to make on ordi- 
narily, but if an expensive declaration is desirable, he 
should name Hearts, with which trump the value of 
the hand is three, and possibly four, tricks. On a 
pass Dummy would very likely make a black suit, 
since his share of red cards is but five. 

27. <?K, Q, J, 8,7, 4. OA, J, 2. * 3 . »A,K,6. 



With the Hearts and Clubs transposed this would be 
an unquestionable no-trumper ; but as it is, with such 



Maxims and Makes 



an excellent chance of going game on a Heart, the 
risk of the more expensive declaration is not neces- 
sary. 

28. ^6,4. OQ, 10,7,6, 5,3. *A. *K, J, 3, 2. 

The leader holds the above hand. Diamonds are 
declared at 20-4. The leader has a good chance of 
the odd, and can almost surely save the game at the 
normal value ; but if he doubles he materially in- 
creases the dealer's chances of going out, with little 
prospective advantage to himself. At a score of 24-1 8 
(especially if the game would give the dealer the 
rubber) the leader would double without hesitation. 

29. \y K, J, 6, 2. OA, 3. * Q, J, 2. *A,K, J, 4. 

Spades declared by Dummy at 22-4. If the leader 
doubles on the above hand he gives the dealer a 
chance to redouble, when the odd would put him out. 
The leader had better be satisfied with his practical 
certainty of saving the game, and trust to his deal to 
score out. 

30. s?A, 3. O4. *A,K, Q, 10. • A, K, 10, 8, 5, 3. 

Dummy makes Spades at 26-28. With the above 
hand, the leader has a moral certainty of the odd ; but 
he should not double, for with an assurance of game 
there is no sense in taking the smallest unnecessary 
risk. 



Auction Bridge 



CHAPTER IV. 



The Game of Auction 

It was to have been expected that Bridge, 
like the parent game, Whist, would go through 
a course of modification, but no one antici- 
pated any thing like the pronounced devel- 
opment which has taken place. Auction, 
which has usurped the place of Bridge in 
clubs, and has invaded the domestic card 
circle, is as different from the game out of 
which it grew as the latter is from its proto- 
type. 

About ten years ago, three civil servants 
at an up-country station in India, who were 
forced to resort to Dummy for lack of a 
fourth player, attempted to enliven the game, 
and hit upon the device of bidding for the 
trump. For several years the game was thus 
played in India without any further elabora- 
te) 



208 Bridge 

tion. In 1906, an Anglo-Indian introduced this 
variation of Dummy Bridge to one of the 
London clubs. There it was soon adapted to 
the four-handed game and gradually devel- 
oped to its present somewhat complex form. 

Among those who are not familiar with 
Auction as it is played in the clubs of Eng- 
land and America, it is commonly believed 
that the new form of Bridge is mainly de- 
signed to extend the facilities for gambling. 
This is a delusion. Whilst the points in- 
volved in a rubber of Auction are necessarily 
much greater than those scored in a rubber of 
Bridge, it is customary to make the net value 
of the former so much lower as to bring the 
cash results to about the same thing in either 
case. The proportion observed is that of 100 
to 250. That is to say, players who were 
accustomed to one-cent points at Bridge, usu- 
ally play Auction for two-fifths of a cent. 

The feature which more than any other has 
been responsible for the popularity of Auction 



The Game 



is that which gives to every player the oppor- 
tunity of making the fullest use of a good 
hand. How frequently it happens at Bridge 
that one of the dealer's adversaries holds an 
exceptionally strong suit which goes abso- 
lutely to waste. To draw an illustration 
from recollection of a recent experience; the 
hands were as follows : 

Dealer (S).-fA, Q, io, 8, 7, 5; * 9, 
3; *Q> 8, 6; 4 5, 4. 

Leader (W).-^fJ, 9, 2; 46; * A, K, J, 

10, 9, 5; 4*9* 3, 2. 
Dummy (N).— ^K, 6, 3: ^ 10, 4; ^3; 

4 A, K, Q, io, 8, 7, 6. 

Pone (E).— > A > K > Q> J> 8 > 7, 5, 

2 ; * 7> 4, 2 ; ^ j 

The dealer declared Hearts and made 
four by cards, on what was an absolutely 
piano hand. 

The cards were afterwards given to four 
Auction players, with the following result: 
The dealer opened the bidding with one 
14 



2IO 



Bridge 



Heart; West bid two Clubs; North, with the 
Clubs stopped after the first round and strong 
Spades, supported the dealer's declaration by 
going two Hearts ; East called three Dia- 
monds. When it came round to the dealer 
again, he knew that Dummy held strong 
Spades and himself had the Clubs probably 
stopped, but with the Diamonds certain to be 
led, he did not dare to switch his call to No- 
trumps. He bid Hearts up to three; West 
passed, North, who should, on becoming sure 
of the dealer's Heart strength, have bid four 
Hearts, also passed; East made it four Dia- 
monds, and his declaration was allowed to 
stand. In the Auction play of the hands, 
East and West scored five odd. 

Although the declaration was somewhat 
faulty, the hands serve admirably to show 
how at Auction each player has the chance 
to make some use of his cards. It also il- 
lustrates another pronounced feature of the 
game, which is, that the scope for skill and 



The Game 211 



calculation is found mainly in the bidding. As 
a rule, by the time that the trump is deter- 
mined upon, so much information has been 
given as to the holdings of the different play- 
ers that the actual play of the cards is much 
simplified, and sometimes reduced to the me- 
chanical character of double-dummy. It 
would appear that the majority of good Bridge 
players consider that this disadvantage is 
more than compensated for by the increased 
field for the exercise of judgment and infer- 
ence in the bidding. They declare, truthfully 
enough, that there is but little opportunity 
for skillful play in Bridge, and that in at least 
the greater number of hands the dealer has a 
preponderating advantage, against which his 
adversaries are helpless. 

The fact, however, that it minimizes the 
waste of material and gives every player a 
more active part in the game, is quite suffi- 
cient to gain for Auction a preference over 
Bridge. One such experience as the writer 



212 



Bridge 



had not long ago would generally serve to 
turn the scale. He lost seven rubbers out of 
ten in the course of a sitting, holding poor 
cards almost invariably when the deal was 
on his side, and practically wasted nine hands 
against the dealer, with which he could have 
scored heavily, if he might have made the 
trump. The entire set of hands, good and 
bad, played at Auction, would have produced 
quite a different result. 

Laws of Auction Bridge 

Note. — The laws of Bridge apply to Auc- 
tion, except in so far as they are modified 
or changed by the following: 

Scoring- 

A game consists of thirty points obtained by 
tricks, when the declarer fulfils his contract, 
exclusive of any points counted for honors, 
chicane, slam, little slam, or undertricks. 

When the declarer fulfils his contract, each 
trick above six counts towards the game, two 



The Game 



213 



points when spades are trumps, and so on, as 
at Bridge. 

When the player of the combined hand, 
termed the declarer, wins the number of 
tricks which were declared, or a greater num- 
ber, he scores towards game the full value 
of the tricks won. When he fails, his adver- 
saries score, in the honor column, fifty points 
for each undertrick ; that is, each trick short 
of the number declared. If the declaration 
has been doubled, 100 points; or 200 if re- 
doubled, for each such undertrick. Neither 
the declarer nor his adversaries score any- 
thing toward game when the declaration 
fails. 

The loss on the declaration of "one in 
spades/' shall be limited to 100 points for 
undertricks, whether doubled or not. 

When a player whose declaration has been 
doubled fulfils his contract by winning the 
declared number of tricks, he scores a bonus 
of fifty points in the honor column, and for 



214 Bridge 

every additional trick that he may make, he 
scores a further fifty points. If he or his 
partner have redoubled, this bonus is doub- 
led. 

When the declarer revokes, his adversaries 
add 150 points to their honor score. This 
penalty is not affected by the declaration hav- 
ing been doubled, but it is in addition to any 
liability which the revoking player may have 
incurred through his failure to fulfil his con- 
tract. 

When either of the adversaries revoke, the 
declarer may either add 150 points to his 
honor score, or he may take three tricks from 
his opponents and add them to his own. 
Tricks taken as a penalty for a revoke may 
assist the declarer in fulfilling his contract, 
but they shall not entitle him to score any 
bonus in honors in case the declaration has 
been doubled or redoubled. 

Under no circumstances can the partners 
score anything, except for honors in trumps 



The Game 



2I 5 



or no-trumps, or for chicane, on a hand in 
which either of them has revoked. 

At the conclusion of a rubber, the trick and 
honor scores of each side are totalled, and 
two hundred and fifty points added to the 
score of the winners. 

Declaring Trumps 

The dealer, having examined his hand, 
must declare to win at least one odd trick, 
either with a named trump, or at no-trumps. 

After the dealer has made his declaration, 
each player in his turn, beginning with the 
player on the dealer's left, has the right to 
pass, to double or redouble the previous de- 
claration, or to over-call the previous declara- 
tion by making a bid of higher value. For 
example: A call of two tricks in spades is 
better than a call of one trick in clubs; two 
in diamonds over-calls one in no-trumps. 

The play of the combined hands shall rest 
with the partners who make the final call. 



2l6 



Bridge 



When two partners have both made calls in 
the same suit, the one who first named the 
suit shall play the hand, his partner becoming 
Dummy. 

If a player makes a trump declaration out 
of turn, the adversary on his left may demand 
a new deal, or may allow r the declaration to 
stand, the bidding continuing as if the declara- 
tion had been in order. 

If a player in bidding fails to call a suffi- 
cient number of tricks to overbid the pre- 
vious declaration, he shall be considered to 
have declared the requisite number of tricks 
in the suit which he has named, and his part- 
ner shall be debarred from making any fur- 
ther declaration, unless either of the adversa- 
ries over-call, or double. 

After the final declaration has been ac- 
cepted, a player is not allowed to give his 
partner any information as to a previous call, 
whether made by himself or either adversary; 
but a player is entitled to be informed at any 



The Game 



217 



time during the play of the hand, what the 
value of the final declaration was. 

Doubling and Redoubling 

Any declaration can be doubled, and once 
redoubled, but not more. A player cannot 
double his partner's call, nor redouble his 
partner's double ; but he may redouble a call 
of his partner which has been doubled by an 
adversary. 

The act of doubling re-opens the bidding. 
When a declaration has been doubled, any 
player, including the declarer or his partner, 
can make a further declaration of higher 
value in his proper turn. 

When all the players have expressed them- 
selves as satisfied, the play shall begin, and 
the player on the left of the declarer shall 
lead for the' first trick, no matter who dealt. 

A declaration once made cannot be altered, 
unless it is over-called or doubled by another 
player. 



The Make 



CHAPTER V. 



The Declaration 

Each player deals in rotation. After the 
cards have been dealt, as at Bridge, it de- 
volves upon the dealer to make a declaration. 
He is the only player who is not privileged 
to pass. He may make any Bridge declara- 
tion, but must specify the minimum number 
of tricks that he contracts to take with the 
aid of Dummy's hand. 

As a rule, the dealer should bid on a fair 
valuation of his hand, for by so doing he 
makes it more difficult for the adversaries to 
name a trump. He can almost always count 
upon having a second chance to declare, how- 
ever, and should therefore seldom pronounce 
his complete strength at first. There is an 
advantage in concealment, and when the de- 
claration comes round to him again, he will 

(221) 



222 



Bridge 



have gained some information as to the other 
holdings. When Auction was first intro- 
duced, a backward declaration by the 
dealer was the rule, and some players made 
it a practice to call "one Spade,'' no matter 
what they held. Aside from the danger of 
being left with the Spade trump, there was 
the great disadvantage in this play of leaving 
the partner without any clue as to the char- 
acter of the declarer's hand. It is now the 
general practice for the dealer to make an hon- 
est declaration of strength and to resort to 
"one Spade'' only as a defensive make with 
a weak hand. When he has a strong Spade 
suit, and little or nothing else, he will bid 
"two Spades." 

It must be clearly understood that the val- 
ues of hands at Auction are quite different 
from what they are at Bridge. In the former 
game, high cards will seldom "go to sleep." 
The players have so much opportunity to pro- 
claim their suits that they are very likely to 



The Make 223 

be led in the course of the game and the win- 
ning cards will be made. Consequently, Auc- 
tion is a game of honors. The bid is based on 
strength in high cards as against strength in 
numbers. For example : A player might 
justifiably declare "one Heart," with ace, 
king and three little ones of the suit, and 
nothing else in his hand; whereas, at Bridge 
he would not think of making that trump 
with such a holding. 

The declaration is not made entirely with a 
view to playing the hand with the trump 
named; indeed, there is often no desire to do 
so, the object being mainly to give the part- 
ner information on which he may base a de- 
claration, or, in the event of the declaration 
resting with the opponents, to guide him to 
the suit to lead. 

An important point to be borne in mind at 
Auction is that the profit comes to a greatly 
larger extent from beating a declaration than 
it does from filling a contract. In the latter 



224 



Bridge 



case, provided the declaration is not doubled, 
the declarer cannot make more than the ordi- 
nary points that he would gain at Bridge, 
but if his adversaries can hold him down to 
fewer than his contract number of tricks they 
will score fifty points for each undertrick in 
the honor column, and at Auction it is the 
score above the line that counts. A rubber 
may easily be won at a loss. In fact, the main 
object of the declaration is to induce the op- 
ponents to overbid their hands and then to 
double, or leave the declaration with them. 
The chief scope for skill in the game lies in 
doing this, whilst keeping within the safety 
zone oneself. The game and rubber are, of 
course, to be aimed at, but they are secondary 
considerations, and can generally be kept 
within reach by overbidding opponents who 
have a prospect of going out on their declara- 
tion. This play will cost some penalty points, 
but they will be incurred only when the privi- 
lege of another deal is considered worth the 
price paid for it. 



The Make 



225 



With moderate strength in three suits, the 
dealer should bid one No-trump. This is a 
very effective opening. It informs the third 
player of the character of his partner's hand 
and it bars the opponents from making cheap 
declarations of their strength. Two in Dia- 
monds, or three in Clubs, are the lowest bids 
with which they can over-call, and either takes 
considerable making. The writer has seen it 
illustrated in play, times without number, 
that the first player to name Xo-trumps has 
come out best on the hand. 

When the dealer has a strong red suit, on 
which he is prepared to go three if necessary, 
he had better satisfy himself with calling 
two, and awaiting developments. He should 
not, in this case, bid only the odd. He may 
by such a course get his good suit shut out, 
or be forced to overbid on it. To repeat, the 
dealer should bid close to the value of a strong 
hand on his first call. 

The second player may pass, double the 



226 



Bridge 



dealer's declaration, or make a higher bid. 
Though points are the deciding factor, an 
equal number of points represented by a 
greater number of tricks constitutes a higher 
call. Thus, two Diamonds overcalls one No- 
trump ; and three Clubs, two Diamonds. 

If the second player does not find in his 
hand any pronounced basis for a declaration, 
he may strain a point to effect two purposes, 
but neither is of sufficient consequence to 
justify a wild make. Suppose the dealer to 
have opened with one Spade, announcing 
weakness; the second player, with practically 
nothing in his hand but ace, king, and one 
small Heart, should name that suit. By so 
doing he gives his partner, who is almost cer- 
tain to have a strong hand, there being two 
weak ones out, valuable information, and at 
the same time forces the third player to make 
a fairly expensive declaration. 

The value of the No-trump declaration by 
the second player is as great as it is when 



The Make 



227 



made by the dealer, and should be made on 
similar strength. 

When the bid comes round to the third 
player, *he has to consider, in the light of such 
information as he has gathered from the sec- 
ond player's pass or declaration, whether he 
shall support the dealer's make, make a fresh 
declaration, or pass. 

If the dealer has called one Spade, third 
player will, of course, try to do something bet- 
ter, supposing the second player to have 
passed, but he should not make a rash bid in- 
such a situation. It must be remembered that 
the limit of penalty is 100 points, and with 
two weak hands, probably the cheapest way 
out of the difficulty is to leave the defensive 
bid alone. 

If the dealer has bid on a suit, and second 
hand passes, third hand may raise the dealer's 
bid on the original trump, switch to a suit of 
his own, or declare No-trumps, according to 
the situation. 



228 Bridge 
i 

As a rule, before the bid reaches the fourth 
player, he will have gained enough informa- 
tion to make his action comparatively easy 
to decide upon. If the prevailing bid in on a 
black suit declared by one of the opponents 
fourth player should leave it alone, unless he 
has a really strong call from his hand. In 
overbidding, he should bear in mind that it is 
only when the dealer is the declarer that there 
is a pronounced advantage in indicating the 
suit he wishes led. 

When the bid reaches a player for the sec- 
ond time he will often find good grounds for 
changing from his original declaration. The 
point will be best illustrated by a hand: 

Dealer.— ^Q, J, 2; + 5 ; Jf, J, 8 ; £ A, K, 

Qr J, 6 , 4, 3- 

Second.— 9 A, K, 9, 7, 3; A 7, 2; ^A, 9, 

7, 6 ; 4 5. 2. 

Third.— 94; * A, K, 10, 8, 3; + K, io, 
4; 4> TO > 9, 8, 7- 



The Make 229 

Fourth.— 9 10, 8, 6, 5; + Q, J, 9, 6, 4; 
*Q, 5. 3> 2. ^ . 

The dealer declares three Spades; second 
hand makes it one Heart ; third player, two 
Diamonds ; fourth player, with Diamonds 
stopped and no Spades, raises his partner's 
call to two Hearts. The dealer has the Hearts 
stopped, and strong Diamonds marked on the 
other side of the table. No one has named 
Clubs. The dealer trusts his partner to stop 
the suit and declares two No-trumps, which 
stands. 



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